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Such an effect (smooth over raised surfaces) would normally be done using a shader that can handle a clearcoat. This is the PBR Coated with inherit normal from base set to False
If the 3D application in which you will use the material does not have such a shader then you may need to model a larger second surface with transparency and a smooth surface reflection
Dave
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You could try something like this using cells, warp, edge detect and flood fill to give the different levels of cracking.
Dave
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Thank you for your reply. This crack looks smooth on the surface, but it has a cracked bump effect. This is really difficult.
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Such an effect (smooth over raised surfaces) would normally be done using a shader that can handle a clearcoat. This is the PBR Coated with inherit normal from base set to False
If the 3D application in which you will use the material does not have such a shader then you may need to model a larger second surface with transparency and a smooth surface reflection
Dave
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谢谢万分感谢 牛B