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Displaced Barrel Tile Roof - Going mad over this! TEXTURE / DISPLACEMENT Question

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  • Displaced Barrel Tile Roof - Going mad over this! TEXTURE / DISPLACEMENT Question

    Hi Everyone, might be having a slow day at work here but I'm trying to improve some of the materials for a project and for some reason it's not working for me, so if anyone can point out the obvious mistakes I'm doing i would be very grateful!

    I would like to generate some Barrel type tiles (terracotta) for roofs - Now I came across this smart script over at "DigitalXmodels.com", which almost works perfectly for me, although it isn't stable enough for my needs so I was de-constructing it into components I could use, the script uses one small black and white displacement image to make the "barrel" effect, now the clever bit I found was it used a simple "tile" material to randomise the colour for each tile, they had it set up in a way that the tiles perfectly overlapped the displacement map PERFECTLY, so the colour difference was bang on and not over lapping onto another tile.

    Now the thing that is important is that it is all set to World Units, this is one of the reasons I couldn't use the script as I need to apply ONLY UVW's with global units ticked, scale needs to be accurate! plus there is some slight stretching/pushing of the tiles in the script so there not all the same size....

    The problem I'm having is trying to get the tiles world scale and the displacement map aligned in such a way it looks like the script (currently the tile colours overlap), if anyone can put some light on the situation that would be amazing or any other ways to create a similar effect without high mesh models.


    Here are some renders of the script and my attempt.



    Cheers
    Attached Files
    Last edited by JOAN_LORD; 07-01-2013, 09:37 AM.

  • #2
    Well I finally did it, I literally had to manually align every bloody map to a gridded mesh, took me a few hours but think it's close, there's no amendments on the UVW Mod, it's all on the bitmap settings so now I can apply a UVW map (world scale) to any object and then just apply the texture and it'll all scale properly!

    Now it's aligned I can work on actually making the texture map a bit more detailed and apply some more "fluff" bits... will post when done!
    Attached Files

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    • #3
      http://www.digitalxmodels.com/produc...aces_maxscript

      or

      http://www.batzal.com/

      Take a look at these
      Bobby Parker
      www.bobby-parker.com
      e-mail: info@bobby-parker.com
      phone: 2188206812

      My current hardware setup:
      • Ryzen 9 5900x CPU
      • 128gb Vengeance RGB Pro RAM
      • NVIDIA GeForce RTX 4090
      • ​Windows 11 Pro

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      • #4
        Thanks, it was more the scale issues I was having problems with, needed it to all be world units for this specific project (I'm receiving sketchup models from other members of the firm and all materials just get thrown on with just one UVW Map controlling it all since everything has been done in the world units in the texture settings) the other thing is I didn't want to have several different materials in a stack as that's just too much faffing about. I liked the way the DigitalXmodels used the standard 3dmax tile tool to shift colour and brightness of each tile, which fitted perfectly on each displacement map. any who it's done now, just wish I could have thought of a quicker way lol.

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