for my taste the scaling of the wood floor is way to big - try to scale it half the size... maybe this helps...
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Wooden floor - help needed
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So like I said, I didn't want to scale down the wood tiling because when the floor is viewed from the distance it tends to loose detail (as it should!) but then my client tells me the floor looks plastic.
So latest renders of two flats are here...and he says floors look like plastic and like wood texture is printed on them. I really want your opinion now. Don't know what else to do. I told him it's how it is and that I give up.
Ok maybe the middle render is a bit plastic, but the rest....hm...www.hrvojedesign.com
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Wood is a real sonofabitch to get right.
Out of curiosity, post a screen of the VrayMtl settings of your wood? It looked a lot better in your earlier posts, the last 3 images do look kinda plasticky... Am wondering if you need to maybe change IOR and glossiness, as I'd expect there to be more visible fresnel reflections in the shadowed areas (eg where the dining table casts shadow in the third image).
Like maybe weaker reflection value (or maybe not), but higher IOR (2? 3?) so that we see reflection even at slightly less glancing angles, and more dispersed (lower) reflection glossiness value. Might need to tweak your map a bit for this last one.
The exponential colour mapping (guessing here but that's what it looks like) also might be contributing to this plastic feel under these lighting conditions; it can sometimes make areas in direct light feel 'flat'Last edited by Richard7666; 06-10-2015, 02:30 AM.
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My feeling is you should always use fresnel, and use the IOR to control the reflections instead. In reality all reflections are fresnel reflections, and that makes the reflections behave more like the real world and takes away some of the plastic look. Try somewhere between 3 and 6
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www.hrvojedesign.com
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i know i already said it, but id play with the reflection map rather than the bump map in the case of wooden floorboards. crank up the reflection amount and put a (much) more contrasty map in the reflection level slot. get some strong, varied reflections in there. at the moment it looks totally flat and nonreflective to me. issue is not bump imho. a decent reflection map will kill reflections in the cracks in the wood, and provide different apparent shading per board. which works better than bump, and looks more natural.
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So a test with low bump but bumped contrast to reflection maps. I like it, but not sure if the client will since what he sent me last as sample were parquet floors that were pretty shiny but with semi matte varnish I think. One image is with fresnel and when that looked not reflective enough (compared to what he sent me) I removed it and even added some overall reflection in reflection colour and reduced reflection texture amount. Yes that one is now too reflective on the right side but I think it's good on the left. I may have to do a PS mix of both.
www.hrvojedesign.com
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you need a nicer diffuse in the 1st place.
I am sure your client is looking for something like this:
http://consumer.kahrs.com/en-GB/Consumer/
nice diffuse in hires is the key, without it its not really possible.
I ve recently seen some nice floor textures on 3Dsky.org
http://3dsky.org/3dmodels/category/napolnie_pokrityaMartin
http://www.pixelbox.cz
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Nice and free, too!Originally posted by PIXELBOX_SRO View Postyou need a nicer diffuse in the 1st place.
I am sure your client is looking for something like this:
http://consumer.kahrs.com/en-GB/Consumer/
nice diffuse in hires is the key, without it its not really possible.
I ve recently seen some nice floor textures on 3Dsky.org
http://3dsky.org/3dmodels/category/napolnie_pokrityaBobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
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