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A random idea I've been developing for a day or two: Raytraced mesh maps (AO, curvature, thickness) for texturing! Pretty performant and quite useful!

75,796 views • 2 years ago •via X (Twitter)

11 Comments

Nugget 🏳️‍🌈's profile picture
Nugget 🏳️‍🌈2 years ago

This makes texturing complex surfaces in realtime a breeze, especially when it comes to dynamic effects like rust. It only takes a second or two to calculate all of the maps, and once the modifiers are applied it all runs in realtime! Plus, works in EEVEE!

Nugget 🏳️‍🌈's profile picture
Nugget 🏳️‍🌈2 years ago

I've also added an "absorption" map along with thickness, which can be used to mimic complex subsurface scattering materials in EEVEE:

Nugget 🏳️‍🌈's profile picture
Nugget 🏳️‍🌈2 years ago

A few more stills: All EEVEE of course 😉 Models sourced from Megascans and Sketchfab, textured with shader nodes.

GUNNAR Optiks's profile picture
GUNNAR Optiks1 year ago

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Curtis Holt ☄️'s profile picture
Curtis Holt ☄️2 years ago

I would use the hell out of this.

Miettinen Jesse - Blenderesse's profile picture
Miettinen Jesse - Blenderesse2 years ago

bravo nugeti!

Paul's profile picture
Paul2 years ago

Definitely would but this. Great idea and renders! 🤩

Hanzhong Wang's profile picture
Hanzhong Wang2 years ago

I would assume this works better the denser and more uniform the geometry is? Wondering how it'd look on messy boolean-y hard surface meshes.

Maxence d'Aubigny's profile picture
Maxence d'Aubigny2 years ago

Mind blowing!

Nathan Dubuc 🇨🇵🔻's profile picture
Nathan Dubuc 🇨🇵🔻2 years ago

This would be SO useful

Jamie D/ VFX & Env artist/ Available for work's profile picture
Jamie D/ VFX & Env artist/ Available for work2 years ago

This is excellent work

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