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  • tarmac/bitumen material

    Which is your preference for a high quality tarmac-type material? Procedral or Bitmap-based? I need it to be as photorealistic as possible and my efforts so far have been pretty naff. Bitmaps are never big enough and I just can't get proc-maps looking right. I need the material to cover a large area of car-park, so it needs to be seemless.

    Any tips?
    Kind Regards,
    Richard Birket
    ----------------------------------->
    http://www.blinkimage.com

    ----------------------------------->

  • #2
    use two different tileable bitmaps mixed by a large noise procudural.
    Reflect, repent and reboot.
    Order shall return.

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    • #3
      goog idea - I'll give it a go.
      Kind Regards,
      Richard Birket
      ----------------------------------->
      http://www.blinkimage.com

      ----------------------------------->

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      • #4
        If you cant find a decent sized texture, just go out and take your own, its mega easy to make a something like that seamless.

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        • #5
          one thing Im wondering is how do people get the tiremark/grease lines along the middle of roads?

          Currently I think people make one bit texture in this case in photoshop which is built from various sections of tiled maps. Am I wrong?

          If i have roads that arnt straight, and they were modelling in other software, is it an option to have a texture for these lines using uvmapping which follow a curve? Its all a bit of a mystery to me!

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          • #6
            If i have roads that arnt straight, and they were modelling in other software, is it an option to have a texture for these lines using uvmapping which follow a curve? Its all a bit of a mystery to me
            you can do this by lofting your road along a path, using the lenght/width mapping option to control your tiling.

            -or-

            you can use your unwrap UVW modifier and do it by hand.

            -or-

            build your road as similar sized segments/rectangular polys and apply UVW coordinates/face mapping..

            cheers,
            K.

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            • #7
              What I will often do for this type of material is try to make it look as good as possible procedurally, and then do a high-res rendering of it in plan. I then paint into the map in photoshop and then re-apply it in Max. And even then I may mix it with an asphalt-like bitmap as tammo mentioned. Also, for greater realism, I recommend a bit of glossy reflection, as I learned from cpnichols in his gnomon video.
              "Why can't I build a dirigible with my mind?"

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              • #8
                Here's a tutorial on roads from Ted Boardman over at CGarchitect

                http://www.cgarchitect.com/upclose/article25_TB.asp

                Pretty much as electrosport described though

                Geoff
                www.EeDesign.co.uk

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                • #9
                  Sorry to hijack your thread tricky, this is sort of relevant. How can i overcome the 'fades in the distance' effect of this road, ive created a hi rez image for material?

                  scanline render, target camera (though same effect when rendered in vray)

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                  • #10
                    any one else find that they discover the solution to their question about 2 minutes after posting a question? - it's the blur setting on the map innit!

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                    • #11
                      it suuuuuuuuuuuuuuuuuure is

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                      • #12
                        I would recommend the roads generator by Ambient light - works very well for me

                        http://ambientlight.co.uk/component/...,21/Itemid,58/

                        n
                        www.morphic.tv
                        www.niallcochrane.co.uk

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