I desperately try to make a sufficient gravel material but without success. :-[
I am working on a model for a building. Actually the work is not done for visualisation but of course I like to play around a bit. A couple of weeks ago I got a picture from the crushed limestone material which will be used for large surfaces around a building and tried to get it in the model – without success. The result is quite embarrassing.
The problem is the irregular texture which also has strong contrast of shadows and lights. First I created a texture bitmap that works for smooth tiling. But as soon as it comes to multiply the texture in a perspective view there is always a distance and angle where the regularity of the tiling gives obvious and ugly effects!! I will try to add some of my bad pics to show what I am talking about. (please note that I tried to create a difference and used the chosen settings quite articulated)
My last hope was to spend more time in the material settings and brush it up with sophisticated layers of noise but I must admit I failed again. Is it all to do with the bitmap or are there other ways to get a more random tiling too? I refined the texture map a couple of times already. But I seem that I loose more and more contrast (which is a characteristic quality of the original material). In fact I only need the bitmap in the foreground, in some distance a noisy bump map would probably do as well but if I add a general fresnel to show a different surface for flat view angles (in distance) then it all becomes even more complex. I hope there is a more simple/general solution for repetitive smooth textures which I need to understand.
Unfortunately I can not spend as much time as I want to solve this problem and so I hope to get a useful hint from this forum. Thanks a lot. :
MatthiasH
p.s.: The Cube (1x1x1m; Rhino Lavender) is just a reference for size and colour and has no other meaning.
1) this is the simple texture material in top view and perspective view

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2) now the texture is 50% blent with some large scaled standard noise

3) next test was to blend with some large scaled noise that is made of two texture maps (one is mirrored)

4) and finally again a blend with large scaled noise that is made of two texture maps (this time one bitmap is scaled to something like 70%)

I am working on a model for a building. Actually the work is not done for visualisation but of course I like to play around a bit. A couple of weeks ago I got a picture from the crushed limestone material which will be used for large surfaces around a building and tried to get it in the model – without success. The result is quite embarrassing.
The problem is the irregular texture which also has strong contrast of shadows and lights. First I created a texture bitmap that works for smooth tiling. But as soon as it comes to multiply the texture in a perspective view there is always a distance and angle where the regularity of the tiling gives obvious and ugly effects!! I will try to add some of my bad pics to show what I am talking about. (please note that I tried to create a difference and used the chosen settings quite articulated)
My last hope was to spend more time in the material settings and brush it up with sophisticated layers of noise but I must admit I failed again. Is it all to do with the bitmap or are there other ways to get a more random tiling too? I refined the texture map a couple of times already. But I seem that I loose more and more contrast (which is a characteristic quality of the original material). In fact I only need the bitmap in the foreground, in some distance a noisy bump map would probably do as well but if I add a general fresnel to show a different surface for flat view angles (in distance) then it all becomes even more complex. I hope there is a more simple/general solution for repetitive smooth textures which I need to understand.
Unfortunately I can not spend as much time as I want to solve this problem and so I hope to get a useful hint from this forum. Thanks a lot. :

MatthiasH
p.s.: The Cube (1x1x1m; Rhino Lavender) is just a reference for size and colour and has no other meaning.
1) this is the simple texture material in top view and perspective view


2) now the texture is 50% blent with some large scaled standard noise

3) next test was to blend with some large scaled noise that is made of two texture maps (one is mirrored)

4) and finally again a blend with large scaled noise that is made of two texture maps (this time one bitmap is scaled to something like 70%)

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