OSL texture request (tire marks)

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coilbook
Licensed Customer
Posts: 3034
Joined: Mon Mar 24, 2014 2:27 pm

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
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Jolbertoquini
Licensed Customer
Posts: 1067
Joined: Sun Aug 31, 2014 7:08 am
Location: London
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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
Multiple way to make this I think you could do via vertex color but is more complicate...my Technic for a quick result:

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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coilbook
Licensed Customer
Posts: 3034
Joined: Mon Mar 24, 2014 2:27 pm

Jolbertoquini wrote:
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
Multiple way to make this I think you could do via vertex color but is more complicate...my Technic for a quick result:

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
Thank you!
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