Comparison of directional scattering with random scattering. For certain materials, this directionality is extremely important.
When creating shaders, sometimes random scattering of textures works like a charm and feels very natural. Other times however, there’s a strong directional bias to how the surface features are scattered on an object. A good example is for example a clay shader. Our hands move in very specific ways across the surface in order to shape the sculpture.
The ability to do this procedurally has been on my “this is missing in our shading toolkit” list for a while.
I guess I don’t really need to justify 5$. The shader package is available for purchase through Gumroad.
Due to the quantization (sampling positions other than the current shading point) used in this shader, we need to bake out some maps in the process. This of course means the model will need usable UV’s.
Powered by themekiller.com