
Decorative Stucco 022 - 8K Shader Texture
cgtrader
It appears you've provided a detailed description of a 3D model created using Corona renderer. The description includes various textures and materials used in the scene. Based on the information provided, it seems like you're interested in learning more about how to optimize or render scenes using Corona, as well as exploring options for different rendering engines and software that can be compatible with Corona. You've also highlighted the importance of post-processing techniques such as glare simulation to enhance realism. Below is an example code snippet for a simple texture shader in GLSL, but you can apply it or adapt to Cg language if needed for use with V-Ray. The goal is to show a basic concept and how it might look when rendered using different tools and engines like V-Ray. ```c shader T_BumpyRough { // Simple Texture Shader (Color Map + Bump Mapping) param color c {default white;} param bump bumpMap { default none;} texture texmap; output surface { color diffuse; bump displacement; } #ifdef hasNormalMaps input struct { surface bsurf; // surface of bsdf } Input { = BSDFInput(); }; input float Time=framecount+2*sin(time); // animated displacement // calculate color for each texture channel (red, green, blue and alpha) param int Channels=-1; output struct { vector Displacement = Vector3(0.00001); // vector containing bump information } surface surf = Surface(Input); void Surface(void) { BSDFSurfaceParams sp; // Get base color map parameters and evaluate if(Channels == -1 || (TexCoords(CHANNEL_ID_COLOR).z <= Time/100)) diffuse=c*ColorTex(CHANNEL_ID_COLOR); Displacement=bumpMap*(Texture2D(t,uv)-0.5)*1; sp.Disp=BumpMapUV; } #endif } // T_BumpyRough ``` Remember to consider compatibility between different engines when transferring this code and also check their specific parameters for accurate execution. This basic concept of blending bump mapping with PBR should provide you a solid ground for experimenting and customizing. For further optimization, V-Ray supports direct use of physically based textures within the scene without having to blend it as an overlay effect, giving more realistic renders by directly leveraging advanced techniques built-in the engine itself. Feel free to let me know if there is anything else I can do to assist.
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