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How to procedurally model this cracked-up asphalt?

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  • How to procedurally model this cracked-up asphalt?



    I'm after this cracked-up, party-lying-around look of damaged asphalt, but working for larger areas. Now I know that I can't do this with a displacement shader alone, I guess there is some modelling involved.

    Does anyone of you have an idea on how to appraoch this procedurally in 3ds max 2014? (Maybe better ways in more recent max versions?)
    Software:
    Windows 7 Ultimate x64 SP1
    3ds Max 2016 SP4
    V-Ray Adv 3.60.04


    Hardware:
    Intel Core i7-4930K @ 3.40 GHz
    NVIDIA GeForce GTX 780 (4096MB RAM)
    64GB RAM


    DxDiag

  • #2
    I suppose you could have a look at the rayfire plugin. It can produce some really realistic results!

    Comment


    • #3
      Hello,

      You should try VoroFrag or RayFire, depending on your needs.
      Nicolas Caplat
      www.intangibles.fr

      Comment


      • #4
        Hey, thanks for the suggestion!

        Plugins are not a possibility right now, I need to do it with free ones or the standard max tools.

        I've used Vorofrag before, yet I think it is a little too simplistic for that case. I know I can use custom particles with it, yet I need more controls, also stuff like not just increasing gap spacing, but kund of rotating and moving away pieces etc.
        Software:
        Windows 7 Ultimate x64 SP1
        3ds Max 2016 SP4
        V-Ray Adv 3.60.04


        Hardware:
        Intel Core i7-4930K @ 3.40 GHz
        NVIDIA GeForce GTX 780 (4096MB RAM)
        64GB RAM


        DxDiag

        Comment


        • #5
          It seems possible using a procedural texture (such as cellular possibly) with the values clamped heavily. Run it into vraydisplacementmod.

          Comment


          • #6
            You're looking at some kind of procedural for the voronoi pattern, bercon noise or cellular in chips mode might give you similar. Then nest that inside a bercon mapping and use the distortion feature to make your edges a bit more ragged. Maybe colour correct that using the curves in the bercon mapping to make the edges even harsher.

            Comment


            • #7
              Originally posted by joconnell View Post
              You're looking at some kind of procedural for the voronoi pattern, bercon noise or cellular in chips mode might give you similar. Then nest that inside a bercon mapping and use the distortion feature to make your edges a bit more ragged. Maybe colour correct that using the curves in the bercon mapping to make the edges even harsher.
              Is there some possibility of mapping the size? As in the image I linked, the pieces go from larger to smaller.
              Software:
              Windows 7 Ultimate x64 SP1
              3ds Max 2016 SP4
              V-Ray Adv 3.60.04


              Hardware:
              Intel Core i7-4930K @ 3.40 GHz
              NVIDIA GeForce GTX 780 (4096MB RAM)
              64GB RAM


              DxDiag

              Comment


              • #8
                I would absolutely love for someone to take a drone and laser scan some large areas of asphalt and grass, That would be awesome!

                http://www.surfacemimic.com/gallery/...y&id=74&page=1
                Bobby Parker
                www.bobby-parker.com
                e-mail: info@bobby-parker.com
                phone: 2188206812

                My current hardware setup:
                • Ryzen 9 5900x CPU
                • 128gb Vengeance RGB Pro RAM
                • NVIDIA GeForce RTX 4090
                • ​Windows 11 Pro

                Comment


                • #9
                  Originally posted by Art48 View Post
                  Is there some possibility of mapping the size? As in the image I linked, the pieces go from larger to smaller.
                  There's a mapping slot to drive the size but I haven't tested it - not in max land right now so unfortunately I can't look. Try throwing a gradient in there and see how it renders.

                  Comment


                  • #10
                    I have tried this before. Not the best, but might be a start.

                    http://www.vray-materials.de/all_materials.php?mat=625
                    Bobby Parker
                    www.bobby-parker.com
                    e-mail: info@bobby-parker.com
                    phone: 2188206812

                    My current hardware setup:
                    • Ryzen 9 5900x CPU
                    • 128gb Vengeance RGB Pro RAM
                    • NVIDIA GeForce RTX 4090
                    • ​Windows 11 Pro

                    Comment


                    • #11
                      FYI I searched for some cracks vector files online, the imported those in max and used VRayDistanceTex driven by the extruded cracks fromm the vector files to be able to preview them in the Viewport and render them. It wasn't procedural but worked like a charm
                      Software:
                      Windows 7 Ultimate x64 SP1
                      3ds Max 2016 SP4
                      V-Ray Adv 3.60.04


                      Hardware:
                      Intel Core i7-4930K @ 3.40 GHz
                      NVIDIA GeForce GTX 780 (4096MB RAM)
                      64GB RAM


                      DxDiag

                      Comment


                      • #12
                        It looks like everything can be done with Substance Designer if you see the samples of other materials

                        https://source.allegorithmic.com/#/s...%20-%20Asphalt
                        show me the money!!

                        Comment

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