bszlrd / pioneer_looks

The repository for the eventual visual overhaul of Pioneer Space Sim
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Shader #5

Open bszlrd opened 5 years ago

bszlrd commented 5 years ago

My aim is to create an easy to use, decal compatible shader for Blender to help achieve consistent quality and looks for ships, with as little painting work as possible. The main idea is to enable a substance painter-like workflow, where masks are used to blend between layers of different materials, like base metal, paint and such. These materials are intended to provide a good tiled base textures with some aspects controllable with additional masks (scratchiness for example). I think, if we ever PBR, most maks could be combined into the RGBA channels of a single image to optimize a bit. The combinig part can be done automagically with the Compositor in blender. The shader works realtime in eevee, so in theory it could work similarly in-game if a nice PBR rendering implementation comes around. The wip can be found at users/noz/shading-test.blend

Elements:

Currently the node tree looks like this: pioneer_shader_01 The right-most node group just blends them together with mix shaders, based on the masks. The other nodegroup chops up the pattern and applies the colors that is passed to the coating material.

The materials/shader that need to be created:

bszlrd commented 5 years ago

Some inspirations and other links: Shading in Signal from Tölva - Olly Skillman-Wilson Hand painted texturing automation - Olly Skillman-Wilson