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  • #46
    First, thanks for the tip. Your grass is amazing. I was confused on your set up too, but once I read it slowly I got it. I've posted a sample. As much as I would have liked the free material, I'm glad I've gained some new knowledge.

    One question though. Do you find that it doesn't transfer to different scenes perfectly? I'm coming across this - but I have been messing with my gamma settings in between.....


    Thanks again.

    Jeremy
    Attached Files
    Last edited by Jer25; 03-05-2008, 03:11 AM.

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    • #47
      Thank for the tip, works very well !
      Here is a test, don't minn the tree, I just wan 't to see how shadows were casting over grass.

      Only one thing to have in mind is to light up your grass map, with vray displacement maps turn down very dark.
      Attached Files

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      • #48
        Hi again
        Thanks for reply -I will post my test tomorrow and I hope my Q will be more clear

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        • #49
          Here is my test:

          my results are not very fine and I am confused about map channels and uvw.

          I have
          Diffuse Mix
          - dark map colored (map chanel 1)
          - lighter map colored (map channel 2)
          - mix map (map channel 3)

          Displacement Mix
          Here is my test:
          my results are not very fine and I am confused about map channels and uvw.

          I have
          Diffuse Mix
          - dark map (greyscale of diffuse) (map chanel 1)
          - light map (greyscale of diffuse) (map chanel 2)
          - mix map (same mix as in diffuse) (map channel 3)

          And I have 3 uvw maps for all the 3 map channels.
          uvw (channel 1): 750x750
          uvw (channel 2) : 850 x850
          uvw (channel 3) : 5000x5000

          Vraydisplacmeent modifier is 2d displacement.
          AND TEXTURE CHANNEL IS 1.
          So I think it only reads channel 1- no?
          How do we make this? I am confused in this point.

          And what am I doing wrong? Can you please explain me?
          Thanks a lot

          I am also uploading screenshots where everything is seen more clearly.



          Last edited by giraffe; 08-05-2008, 03:24 AM.

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          • #50
            Set the tiling of the maps you use for displacement up a bit, it just need more detail. Put the resolution of the displacement up too.


            Theres nothing else to it, youve actually done it fine - it's just tweaking the values and doing some trial & error work.

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            • #51
              Wow thanks for quick reply
              I was always confused because of the 4th uvw that you mentioned.

              And when we use 2d displacement the map channel is 1 or 2 (only single channel)
              so isnt this problem? do you also use like this?

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              • #52
                Your grass looks amazing and I would like to understand better how you got it. I think I understand the various mixed maps, but I can't figure out what the various UV modifiers/ map channels changes are doing. I'm sure I'm missing something really obvious, but are you changing UV mapping around somehow, or just the map channels? If so, to what end exactly? I'd like to try this here but don't know where to really start!

                Any advice would be appreciated!

                b
                Brett Simms

                www.heavyartillery.com
                e: brett@heavyartillery.com

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                • #53
                  IMO the best way to use a tileable, seamless image that isn't mechanical (ie. brick) is by mixing two versions with noise that has a scale the same as the image (ie. if the image is tiling every 4m, make the noise about 4m in scale). The key is, rather than offsetting the second image, rotate it 45 degree in the W. I've found this fools the eye far more than offsetting, because by offsetting you're only making the pattern different/worse, rather than throwing the eye off by having something multi-directional.

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                  • #54
                    Originally posted by duke2 View Post
                    because by offsetting you're only making the pattern different/worse, rather than throwing the eye off by having something multi-directional.
                    Its not an offset, its a change in scale. So long as you use 2 numbers that cant go into each other for the values, it will never repeat the same pattern twice.
                    Although you are right - rotation would work well, and both would be best. But Ive not hit a situation where the extra steps were needed yet.

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                    • #55
                      I think I get it now - thanks guys

                      b
                      Brett Simms

                      www.heavyartillery.com
                      e: brett@heavyartillery.com

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                      • #56
                        Just a quick question if possible..

                        How many different diffuse maps do you use in this, and how many different displacement maps do you use. The quote below seems to indicate 1 diffuse, light and dark, and one displacement, light and dark:

                        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.

                        Obviously they are then mixed using a map as well. If I use one diffuse map, light and dark, I still get tiling..? If I use two different types, I get something closer to what I am looking for, but still an element of tiling..?

                        I dont want you to just tell me how to do it of course, but I am just missing something on this..?

                        Cheers

                        Andy
                        "The temperature inside this apple pie is over 1000 degrees. If I squeeze it, a jet of molten bramley apple will squirt out. Could go your way; could go mine. Either way, one of us is going down!!!!"

                        Alan Partridge

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                        • #57
                          What I dont understand is how you can use a mix map that has three different explicit UV mapping types with 2D mapping for vrays displacement map. I was under the impression that when using 2d landscape mapping you need to specify the explicit mapping type in the texture channel within common parameters and that is limited to one mapping channel. Normally when I need to use more than one UVW mapping with displacement, I use 3d mapping.

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                          • #58
                            The other two are for the diffuse, you only use one map to displace it.


                            I had no idea that what I was doing was all that special

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                            • #59
                              Originally posted by cubiclegangster View Post
                              The other two are for the diffuse, you only use one map to displace it.


                              I had no idea that what I was doing was all that special
                              It's probably your first post which says "Use a mix shader for your displacement" and then 3 or 4 posts later you mentioned you dont use 2d displacement, instead you use 3d displacement. From what I understand you cant mix explicit UVs for 2d displacement, it got me scratching my head.

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                              • #60
                                Where did I say I used 3d displacement? I've not touched it in a long time.


                                I know i'm not very good at explaining things clearly sometimes but i've got no idea how you've got to where you are. From your understanding is all well and good, but have you done any tests?
                                Last edited by Neilg; 28-05-2008, 09:10 AM.

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