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  • material help??

    I have a material that I am trying to emulate, I would say duplicate but that may be difficult. Something close would be good. See image attached.

    I have tried a number of different things with a very low success rate. IS there any material gurus out there that would like to give me some tips on how to get something close to this material? I appreciate any comments or suggestions.

    I've tried matching the material making up something in photoshop that was quite close, and then using a tile material for bump and even displacement. I think the issue will be the random nature of the reveals a the joints of the stone.

    Again any suggestions and comments are greatly appreciated. Thanks.


    Regards Peter.

  • #2
    WOW - not one reply?? I think that is unprecedented. No one have any tips at all on the best way to duplicate or approximate this material? Any comments or tips appreciated.

    Thanks again.

    Regards PEter.

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    • #3
      I'd go for a desaturated, one way scaled floormap.
      You can contact StudioGijs for 3D visualization and 3D modeling related services and on-site training.

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      • #4
        the key to mimicing this material is to make several texture maps then blend them together to create final one. You can take the tiled strips as a base which can be repeated etc, then you can take several of the dirt/scrated textures and blend them ontop, some can be blent as overlay, some can be as multiply etc. Then similar procedure could be repeated for specular/glossy material then dispalcement and bump.
        Hope that helps a bit.
        Dmitry Vinnik
        Silhouette Images Inc.
        ShowReel:
        https://www.youtube.com/watch?v=qxSJlvSwAhA
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        • #5
          Quick idea

          use a vray advanced material
          use a tiles map in the diffuse channel.
          - set the pattern type to costum and add some random placement to it.
          - set colour variance to something round 0.5
          - add a splat map in the texure slot of the tiles map. ( or use a bitmap of you wanna go away from procedural )
          - set the groutsize to a minimum

          copy the tiles map to both reflection and bump slot, turn of the splat map in both.

          add some glossy reflection.

          hhmm and keep adding layers of maps ass you need them.

          You might wanna mask the tiles with another tilemap to get a random length of the tiles.

          hope it helps
          Peter

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          • #6


            Well taking into consideration all your comments. Thank you BTW. Here is what I have come up with. I think this will have to do for now. I may try and make up a black and white tile map and then play with light and dark areas to use as a displacement.

            Thanks all - Let me know what you think and where to tweak. It is a little light and maybe a little saturated but that is easily fixed in the output of the maps.

            thanks again.

            Regards Peter.

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            • #7
              ya waay saturated but you saw that. Also the wood in the reference image has a feeling of great length that is not present in your image. Id make the 'panels' longer along its local x axis.
              ____________________________________

              "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

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              • #8
                I would say the same as percydaman and also add a splotch map on top of what you already have or even better yet many splotch maps to make your map look more like the original which has whitish splotches all over it. Maybe various levels of noise either with a Blend map or Composite Map should do the trick. Also, your variance in colour seems to great to me. Maybe desaturating the map will help though. Either that and/or change your whitish boards to a tone of green.
                rpc212
                - - - - - - - - - - - - - -

                "DR or Die!"

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                • #9
                  thanks guys - will make some changes and post later. On to another project for now. I wish I had time to learn more stuff instead of just applying what I already know to make mediocre renderings. ho hum.

                  Thanks again. I appreciate the input.

                  Regards Peter.

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