Announcement

Collapse
No announcement yet.

seemingly seamless/tiled patterns

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Originally posted by cubiclegangster View Post
    Use a mix shader for your displacement, have one slightly lighter version of your displacement map mixed with a darker one, with a third grassy map in the mix amount. The 2 main ones map at sizes which dont go into each other, like 750x750 and 830x830, and then map the mix bitmap at something much higher like 7500x7500.

    edit: Gets you a result something like this, with reasonably natural looking clumping in areas. Ignore the trees, it's an old test.
    What did you use in the Diffuse slot? Just a random picture of grass?
    Your results look great.
    www.artbyarjan.com - Online portfolio (temporarily offline)
    @home:
    / AMD Phenom X4 @ 3.00Ghz / ATI HD 4890 / 8Gb Ram /
    / Vista Ultimate x64 / Max 2010 / Vray 1.5 SP3a Edu /
    @work:
    / Intel Core2Quad Q9450 @ 2.66Ghz /
    Nvidia Quadro FX 3700 / 8Gb Ram /
    / Vista Bussines x64 /

    Comment


    • #17
      Yes...I would also like to request the mat as well...I always struggle with grass up close or far away. Thanx
      Eric Camper
      Studio 3D
      www.dbfinc.com/studio3d

      Comment


      • #18
        Originally posted by DrJan View Post
        What did you use in the Diffuse slot? Just a random picture of grass?
        Your results look great.
        Same setup - 2 textures, one slightly lighter overall, and a mix between them mapped quite large. You'll end up with 4 UVWmaps in the modifier stack overall.

        100%indifferent - my precision tends to be on 12, resolution that of my main displacement map, DMC AA around 1/10 and i'm not sure what else contributes to the lack of flicker.

        Comment


        • #19
          hi

          why 4 uvw?
          one is for light texture.
          one is for dark texture.
          one is for the mix map.
          what is 4th one?

          Comment


          • #20
            One is for light and dark versions of the diffuse
            One is for the mix between the light and dark on the diffuse
            One is for the light and dark shades of displacement (the detail maps, that actually gets displaced)
            And the last one is for the mix between the two shades of displacement.

            Comment


            • #21
              It looks great, but i don't really get it.. If you put an UVW map above another one in a stack, doesn't it override the other? or are you using map channels?

              Comment


              • #22
                Yeah, different map channels.

                Comment


                • #23
                  No chance that you provide a sample scene?
                  --> http://www.tobyatwork.de
                  --> http://www.scriptspot.com/blog/toby

                  Comment


                  • #24
                    Originally posted by toby™ View Post
                    No chance that you provide a sample scene?
                    Any chance of trying a few things yourself? What is this evermotion?
                    Eric Boer
                    Dev

                    Comment


                    • #25
                      Originally posted by RErender View Post
                      What is this evermotion?
                      LOL!


                      If I had grass that looked that good, I wouldn't post it either. He could probably sell it and make some $$. There is a scene floating around the forum that has some really good displacement grass in it. I seem to recall a sheep or something in it...

                      Comment


                      • #26
                        Originally posted by RErender View Post
                        Any chance of trying a few things yourself? What is this evermotion?
                        hm. Haha -- Thanks for the tip
                        --> http://www.tobyatwork.de
                        --> http://www.scriptspot.com/blog/toby

                        Comment


                        • #27
                          Yeah, I cant really share it - besides, making it from scratch will mean you then understand it better, so you can recreate it at the drop of a hat and make improvements to it.

                          Comment


                          • #28
                            Well ok..you can't share it...not sure why if you don't include the maps. How about a node representation then? My God everyone wants to be secretive and try to make a buck on a damn shader. I will figure one out and post the .mat in a few days...geez. I hope we don't put you outta business for making grass public!
                            helpdesk

                            Comment


                            • #29
                              You should be happy he provided any information at all.

                              I don't think he's trying to make a buck -- just trying to retain a competitive advantage -- which he deserves for all the experimentation he had to undergo to reach his result.

                              If you understand how to use Max and you read his description, you shouldn't need a Node guide. On the other hand, if you don't understand max well enough to follow his clear instructions, then you don't deserve a "free render-ready killer grass" in the first place.

                              Comment


                              • #30
                                I wasn't asking for myself....I really don't care either way. "Competitive edge" ...BS.
                                I call it lazy. I see your from L.A. which explains alot!
                                helpdesk

                                Comment

                                Working...
                                X