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  • Rug technique

    I've tried a number of methods for creating a rug over the years, including a simple plane with a texture map, an extruded, tapered rectangle to give it that 'edge' so it looks a bit 3d, vrayfur...all with mixed success

    How would you create a rug using the attached as a pattern? You can see the edge is not straight, and also it should be around 20mm thick.

    I can give you an alpha'd version of the texture if you want.

    http://www.therugcompany.com/media/c...rug_1600_1.jpg
    Kind Regards,
    Richard Birket
    ----------------------------------->
    http://www.blinkimage.com

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  • #2
    I have a pretty standard displacement map I use (attached) whenever I need a rug (I resize it as needed) and just apply a diffuse map of the particular rug. For the displacement map I set it to 2D, at least 1K resolution, around 3/4" high and I also set the water level to 3/32" to give the tiniest hint of a shadow just at the edge of the rug.
    Click image for larger version

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    www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

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    • #3
      Nice idea. I always have such hit and miss results with displacement. Having said that, it is normally for brick walls where I cannot ever seem to get recessed joints looking clean. On a rug, this certainly works a lot better. Thanks for the tip.
      Kind Regards,
      Richard Birket
      ----------------------------------->
      http://www.blinkimage.com

      ----------------------------------->

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      • #4
        be careful with displacement in interiors, render times can go craaazy...
        Dmitry Vinnik
        Silhouette Images Inc.
        ShowReel:
        https://www.youtube.com/watch?v=qxSJlvSwAhA
        https://www.linkedin.com/in/dmitry-v...-identity-name

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        • #5
          I've never noticed this being much of a problem when I add a this rug. I'll have to pay closer attention maybe.
          www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

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          • #6
            Vrayfur?

            Just was working on a carpet for a project and saw your thread. I used V-ray's fur for the carpet in this Guest room (WIP test, excuse the wood mapping and super low angle.)It was very quick to get it like this, with zero crashes, too. I think it looks decent, especially since it won't be viewed this closely in the finals...This one took a lot of RAM (about 10-12BG peak), but was relatively quickly. 980p wide on 1 DR slave, +1 master machine setup was about 25 minutes. Also had on V-ray DOF at 20-25 subs, BF/LC lit by a demo HDR from Ronen's PureLights...I want to assume that a small area rug like yours would go even faster/less RAM cost. This is good, too, if you only have a bad/ugly diffuse map that you don't actually want to see (the fur hides it.) in this case, I had no map, just a picture of groups of the threads and a layout diagram. Anyway, I hope you find a good solution, but maybe give the fur a shot...All the best, voltron7

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            • #7
              Click image for larger version

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ID:	847184oops, there was also vraylenseffects on, too.

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              • #8
                Here are a few examples for making carpets:

                http://viscorbel.com/rugs-and-carpet...vray-tutorial/

                Hope this helps.
                Resolution Digital
                www.resolutiondigital.co.uk

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                • #9
                  Most times id go for a bump map with blur at about 0.2. Sometimes I will use a blend mat with two different bump maps. Sometimes a good diff can do the job if far from camera. for the thickness just throw on a shell modifier, and chamfer the edges.

                  definitely avoid dis-slow-ment.
                  Immersive media - design and production
                  http://www.felixdodd.com/
                  https://www.linkedin.com/in/felixdodd/

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                  • #10
                    I've managed to get displacement fairly quick & low on memory. If you subdivide the mesh a few times and use really low max subdivisions - around 8 or so, it's pretty reliable. I find the default settings make for super inconsistent render times.

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                    • #11
                      Originally posted by cubiclegangster View Post
                      I've managed to get displacement fairly quick & low on memory. If you subdivide the mesh a few times and use really low max subdivisions - around 8 or so, it's pretty reliable. I find the default settings make for super inconsistent render times.
                      nice tip thnks
                      Immersive media - design and production
                      http://www.felixdodd.com/
                      https://www.linkedin.com/in/felixdodd/

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