Kerkythea Materials Pack

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Kerkythea Materials Pack Rating: 9,2/10 939votes
Kerkythea Materials Pack

In this tutorial I want to show how the layered material system in Kerkythea can be used. Maybe not all materials here are physically perfect and there might be much more that I haven't found out in Kerkythea. Layered materials allow • to reduce a tiling effect on a texture by adding more variation • to combine materials: car paint material + water material =>waterdrops on car surface • to make complex materials that look for example old, dirty or more natural and that otherwise would require immense texture sizes 1. Click on the menu item 'Settings' ->'Materials.' Double-click on a material and the Material Editor will open. If you click on the diffuse part of the material (or ambient and all others), there appears a + in the texture editor section on the bottom.

When you right click on it, it is possible to add a colour, texture or a procedural or layers: + additive layer: All materials after the + will be overlaid by adding them. The result will be very bright, so to keep it physically correct, the weights should sum up to not more than 1.000 (for example one material 0.4 + one with 0.6) x mask layer: All materials after the x will be multiplied. The multiplication works according the following scheme: white(1) * black(0) = black(0), white(1) * white(1) = white(1) Here, you don't have to care about weights, because the maximum will remain 1.000. This way, I made this slate roof for my. Yes, Aerilius, thanks for all this.

My problem is always that whatever I can see while doing it (and understanding what is happening why) is always easier - this is like modelling in SU - 'what you see is what you get'. In KT however - no matter I did read a lot of tutorials and frequented the forums - it is not like that and many times it is a trial and error to achieve what you want.

For DynaSCAPE users there will be an export to SketchUp. Seamaless asphalt textures pack collection, seamless roads texture, seamless rails texture, photoshop pattern. Novo Site do Kerkythea. Novo Site do Kerkythea.

Thanks for the material pack, too - it will also be very useful to dig into them to see (and try to understand) what is happening and why. I think the material editor of KT is so powerful that only a fraction of users get around its complexity. Ignou World History Study Material. Aerilius wrote:In this tutorial I want to show how the layered material system in Kerkythea can be used. Far Cry 2 Patch 1.04 Pc. Maybe not all materials here are physically perfect and there might be much more that I haven't found out in Kerkythea.

Layered materials allow • to reduce a tiling effect on a texture by adding more variation • to combine materials: car paint material + water material =>Download Bibbia Interconfessionale Pdf. waterdrops on car surface • to make complex materials that look for example old, dirty or more natural and that otherwise would require immense texture sizes 1. Click on the menu item 'Settings' ->'Materials.'

Double-click on a material and the Material Editor will open. If you click on the diffuse part of the material (or ambient and all others), there appears a + in the texture editor section on the bottom. When you right click on it, it is possible to add a colour, texture or a procedural or layers: + additive layer: All materials after the + will be overlaid by adding them. The result will be very bright, so to keep it physically correct, the weights should sum up to not more than 1.000 (for example one material 0.4 + one with 0.6) x mask layer: All materials after the x will be multiplied.