Hi otoy,
anyway you guys can make a texture that stays after one mesh touched another one. This could've been used for tire marks. Maybe based on dirt texture. once mesh A went through mesh B (ground) it will create a procedural black and white mask
or at least fix phoenix fd wetmaps where we can have black and white phoenix wet map instead of mesh for each wet particle
Thanks
OSL texture request (tire marks)
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- Jolbertoquini
- Posts: 1067
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Multiple way to make this I think you could do via vertex color but is more complicate...my Technic for a quick result:coilbook wrote:Hi otoy,
anyway you guys can make a texture that stays after one mesh touched another one. This could've been used for tire marks. Maybe based on dirt texture. once mesh A went through mesh B (ground) it will create a procedural black and white mask
or at least fix phoenix fd wetmaps where we can have black and white phoenix wet map instead of mesh for each wet particle
Thanks
Just developthe uv for you mesh B (ground) use the bake settings on Octane with a occlusion pass render out the sequence or create you on node to have just the result need put in AfterEffect or Nuke to do a avarage frame or echo frame effect. then use a texture sequence.
Hope this help.
Best,
JO
Octane Render for Maya.
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http://www.hmxmedia.com/
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Thank you!Jolbertoquini wrote:Multiple way to make this I think you could do via vertex color but is more complicate...my Technic for a quick result:coilbook wrote:Hi otoy,
anyway you guys can make a texture that stays after one mesh touched another one. This could've been used for tire marks. Maybe based on dirt texture. once mesh A went through mesh B (ground) it will create a procedural black and white mask
or at least fix phoenix fd wetmaps where we can have black and white phoenix wet map instead of mesh for each wet particle
Thanks
Just developthe uv for you mesh B (ground) use the bake settings on Octane with a occlusion pass render out the sequence or create you on node to have just the result need put in AfterEffect or Nuke to do a avarage frame or echo frame effect. then use a texture sequence.
Hope this help.
Best,
JO