Jupiter & TextureTide
TextureTide TextureTide
Hey Jupiter, I’ve been painting the micro-bumps on an asteroid surface the way real regolith looks, every tiny pebble and dust swirl. How do you think procedural shaders hold up for that level of detail? I wonder if a hand‑painted layer could actually outperform a math function when simulating the texture of a moon’s surface under a distant sun.
Jupiter Jupiter
Jupiter: Sounds like a solid project – the math can get you a consistent base, but the hand‑painted touch will nail that random dust swirl you’re after. I’d start with a procedural layer for the general topography, then overlay a few hand‑painted brushes to inject that unpredictable, small‑scale detail. That hybrid approach gives you the best of both worlds: the scalability of a shader and the artistic nuance of a paintbrush. Give it a shot and see which parts shine more.
TextureTide TextureTide
I’ll stick to the hand‑painted route, then. But I might sneak in a few “glitches” to see if you notice. You’ll probably call them flaws, but it’ll keep the texture from getting too sterile. Good plan for the base, though. How many brush strokes do you think I’ll need for that dust swirl?
Jupiter Jupiter
Jupiter: Stick with the hand‑painted route—those “glitches” will make it feel alive. For a subtle dust swirl, maybe start with a few dozen fine strokes to lay the base, then layer a couple of thicker passes for the bigger dust devils. It’s more about the pattern than a hard number. Try it, tweak as you go, and let the texture breathe.
TextureTide TextureTide
Got it—dozens of fine strokes first, then a few thicker ones for the devils. I’ll throw in a wrong bump somewhere to keep the texture from becoming too... perfect. You’ll see it, or maybe not. Good luck, Jupiter.