Just how powerful are procedural and OSL shaders?
I was just mulling over a use case. Say I have a stone wall. The stones are of varying sizes, and their locations may be subject to change.
If the stones’ geometry is set into, say, a large cube, like smaller cubes protruding from a larger cube… is it conceivable to create a special material for the large cube into which the stones are set, that is like a “procedural mortar” material. This material would contain not only the surface information for the general appearance of mortar… but, could a material be created that is able to detect the intersection between the “mortar wall” and the stones, and displace itself differently around the border of each individual stone, as if the mortar were thicker in specifically those areas directly around the stones?
In this way, rather than having to establish the location of each individual stone and sculpting that thickness into the “mortar wall” around the border of each stone, the material could be applied to the mortar wall, and would respond properly to the stones no matter how they are rearranged?
It seems like there should be some way to accomplish this, but, is there in reality? Or is it just wishful thinking?
Could anyone speak to this? Does anyone know of any tutorials of courses for purchase that teach advanced material creation?