Noisy AO shader compound

Filed in Noisy AO shader compound 0 comments

Combining a terrain procedural texture node with AO illumination node and playing a bit

with the settings, I was able to get a shader compound that gives a “dirty AO look” on a geometry.

It is preferable for the geometry to already have UV coordinates, but the compound can work

nicely on a non UV mapped object too.

You can take a look at the compound’s tree and also 2 samples of its usage, on a UV mapped

(house) and a non UV mapped geometry (hoplite character), below.

You can download the compound in the Freebies section.



Posted by admin   @   4 September 2011 0 comments


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