CGCookie - Shading Procedural Rocks
In Shading procedural rocks course we'll talk about a generic wkflow to create different rock/stone materials. We'll see how to create shaders to simulate peeble stones and how to generate variations about it, then we'll see other examples f different stone materials simulating layering, minerals and scattering. All materials will be created using nested procedural maps as noise, cellular and speckle, everything used inside composite maps with without masking. Rendering will be done with VRay but materials will use generic wkflow to be compatible with all rendering engines.
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