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Works best on smaller objects, especially chains. Use a high subdivision for the displacement. If you want a higher bump density, adjust the bump size within the bump channel instead of descreasing the tile size (thus preserving the other size-dependant channel attributes). The water shader is used in the genlocking; adjusting the density here can also change the shder dramatically. Note the layer/mix order difference on the sphere vs the torus. Don't forget to experiment with the settings, layering, mixing genlock textures, etc. Happy shading! |
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