I did try on blender internal using voronoi it’s pretty easy but when i move to cycles it’s not getting close
here’s i try on internal
what i need exactly
please i’m on deadline project tell me how in node cycles
I did try on blender internal using voronoi it’s pretty easy but when i move to cycles it’s not getting close
here’s i try on internal
what i need exactly
please i’m on deadline project tell me how in node cycles
Deadlines and procedural testing are not the best friends… If you can have a texture file, you’ll solve your problem faster.
In Cycles builtin voronoi you don’t have access to the F2, F3 or F4 values, which are the ones that can give you that crumple look… So it’s probably best to use OSL for this (even if you have to bake the texture, for rendering in GPUs).
Here’s a simple OSL script to get those values out:
#include "stdosl.h"
#include "node_texture.h"
shader voronoi(
float Scale = 5.0,
point Vector = P,
output float F1 = 0.0,
output float F2 = 0.0,
output float F3 = 0.0,
output float F4 = 0.0,)
{
point p = Vector*Scale;
float da[4];
point pa[4];
voronoi(p, 1.0, da, pa);
F1=da[0];
F2=da[1];
F3=da[2];
F4=da[3];
}
Hi, its like 4 years later haha but do you have somewhere a node tree for the material in the first picture?
Also, was the deadline met and what was the results?