This was another VEX exercise for me. Here I focused on altering the pattern per face.
Metal Tile Features:
In addition to figuring out how to rotate around the face, I had to rework the specular component of the shader in order to make it function like a real shader rather than one that just outputs maps. I switched from using a trace SOP to using PBR specular.
Metal Tile Features:
- Scratched pattern in a high, stretched frequency
- Randomly rotated and offset
- Different spec calculations needed
In addition to figuring out how to rotate around the face, I had to rework the specular component of the shader in order to make it function like a real shader rather than one that just outputs maps. I switched from using a trace SOP to using PBR specular.
I like the way this has turned out. I need to allow the option to change the rotation of the tile at something different than 90 degrees. Also there needs to be an option to have this brushed metal as a standalone texture, tiles based on UVs in addition to the standard tiles based on primitives.