speckle noise #11388
insomniacUNDERSCORElemon
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speckle noise
#11388
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I would like sparse-yet-intense noise to break up flat color, particularly for unshaded rough surfaces.
Would be nice to have this via the noise generator as its own noise type. Use-cases depend on options, how tunable distribution and stencils etc are. Stylistically 1-2 colors (bright and/or dark speckle) can already work well for stone.
Some comic stuff uses it like this, though hard for me to find good examples. Here's one from Mask of the Phantasm:
EDIT: There is also stippling which is a similar idea (thus, related to #1537 ), though I am hoping for a bit more variance (not perfect dots).
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For some context, I am using vertex colors. Using the existing generators I have had mixed results (shiny metal looks good, at least at the scale I designed it for). Lots of possibilities here but each is their own form of work, please tell me if I'm missing good options in G'MIC or fitting texture/material stuff.
I have tried Material Maker, also not great. For a basic ORM texture sure, still needs to be tweaked Godot-side though so I cannot get a good preview from MM alone. Previewing existing materials is also a pain.
Haven't tried per-vertex shading yet. A noise gradient could also be added to the shadows directly. Which would still have a different look with speckles.
Untextured+unshaded is another option that cuts out a lot of steps (normals, UVs, texture scale) especially with mesh design+colors providing details. Though I am fine with mixing styles especially with some sort of reasoning.
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