if you use a falloff texture of some sort, you can control the color a material has at various viewing angles. So if you used the SketchUp fur plugin, and applied a material that would change depending upon viewing angle, you might be able to come up with something you like.
I’m not very experienced with falloff textures, do you mean something like a bitmap emphasizing black/white areas on the fresnel color map in a reflection layer of a material?
no, I’m saying that the diffuse color texture should have a texFalloff texture or a texFresnel texture. Play around with the settings a bit, and it should start to make sense eventually. The color value for the surface of your object will change depending on the viewing angle from the camera. Sort of like when you look at an LCD monitor from an angle, and it looks different than it does when you look at it straight on. Or a car with pearlescent paint.
Thanks for the advice but i can’t seem to get any decent results.
This is the best i could obtain
I have bitmap/bump/displacement in the material, i tried to make a second diffuse layer with fresnel, and also tried a blend material with one as the bitmap other as fresnel. Changed settings everywhere but couldn’t do it.
To obtain those “shadows” in the carpet i played with the sandbox and made a bumpy surface (like water),
Your advice was referring to the different shades of colour, and it was very helpful to play around but i would also like to make a carpet to look “fluffy” like the one i posted initially either, any advice on that?
any advice on where to go from here? thanks in advance guys
Mebo,
I haven’t tried it, but you might need a very complex geometry to achieve this.
Since the surface normals are called normals because they are normal to the surface :o they can’t do anything else but stick out normal to the surface. :
So, in order to sort them as you need them you can only model these areas correctly.
Therefore you’d need these areas to look somthing like a Fresnel lens (--> look at this) - recessed in the carpet. This would make the normals turn to the outside of the dent rather than to the inside, resulting in the typical iroquois-type ridges (that make for the fluffy appearance).
Maybe there’s a chance to produce this with a map, but I’m not sure.
Mebo,
I gave it a try during lunch break - but with a different approach.
Now maybe this carpet of mine isn’t exactly what your reference image looks like, but it makes a certain difference if you apply a noise filter to the diffuse layer.
Here, I’ve used a Perlin Noise (with Inflection, Size 200, 5 Octaves) for Diffuse Colour, a fabric map for Displacement - applied to a slightly bumped surface with a tubular welt.
Mebo,
look over here, I’ve made a little screenshot thingy of the settings - I’m a Rhino user (V1.05.29), so it might appear a little different.
Here’s the carpet geometry:
Hope you can replicate it on your computer!
Cheers,
Matt
edit: Try different numbers if you’re not working in 1:1 scale. My carpet measures 240x160cm.
And in the Displacement rollout, set the Edge Length to 1 or 2.