Anyone had good success with procedural wood? Here’s my attempt at cedar logs a few years back. I’d like to create maple, walnut, cherry, etc. for a cabinet job. Much better for woodwork than bitmaps, but doesn’t often look too swell. Any tips?
hmmm… not sure what that is!
This is what I’d like to see out of MAX: http://www.stratacafe.com/image.asp?imageID=17949&artistimages=1&killnext=0
That is a procedural!
great looking wood. procedural wood is one thing i haven’t messed with alot, as there seem to be plenty of wood textures to go around.
Really? Where?
I have a pile of awesome woods that are about 6"x6". What I’d like is a handful of planks for each of several species, so I can texture a cabinet without using the same piece of wood 30 times.
Plus, for closeups, procedurals look awesome for millwork. Bitmaps look pretty silly there.
good wood textures that are also free are much more hard to come by. I was more referring to professional texture libraries that you can purchase.
Percy-
Any specific ones you recommend? I don’t mind paying for good textures. I just don’t want to buy *one* nice texture that I have to use over and over. I want a few planks and panels.
Check out the “SuperWood” shader from Enhance:smile:T:
http://www.shaders.org/enhance:dt/enhancedt\_index.html
It’s for Darktree and therefore it works with the free Simbiont plug-in.
hmmm. I’ve heard of Simbiont, but never tried it. Does it work with vray?
yes for the most part Simbiont works with v-ray.
-dave
*edit* I just ran a quick test here and the Simbiont shaders seem to work fine with vray, also there is some free darktree maps that you can use with Simbiont on the dark tree site ![]()
Oh momma! It’s raining textures day. Check this out!
http://www.spiralgraphics.biz/ww\_gallery.htm
If it’s tileable, all you gotta do is set a grayscale in bump and screw with glossy reflections a little…
Heres the free Darksim procedurals that I was talking about that work with Simbiont: http://www.darksim.com/Repository/tx\_Wood
-dave
Dark Trees are your only man
I definetly think Dark Trees can handle this type of job. I think the trick is combining them with a Vray Material to get a bit of reflection making sure to add a noise to get an uneven texture.
You can also do some pretty awesome stuff with the Architectural Materials in 3ds. Combining them with Vray materials gives a great sense of realism. The main problem with wood of course it mapping cordinates and grain size - both area’s of experimentation especially if you have animation as those things love to crawl.
i was messing around with the symbiontmax plugin and hard hard time getting good GI image using them. Doesn’t appear that vray shadows work, and any object with the shader on them would look like it was slightly glowing. Anyone have these problems?
I think you might need to change the Reflectivity parameter, check out http://www.chaoticdimension.com/forums/phpBB2/viewtopic.php?t=3459&highlight=darktree and http://www.vray.info/topics/t0098.asp
I tried Tom’s method of splitting the material def so I could use the vraymtl I am familiar with. ![]()
Quick sample:
agreed… tried out the python script and appears to be exactly what the doctor ordered. ![]()
@CCS - material def???
@percydaman - python script???
What!?! -Is it just me or is this a disjointed/fragmented conversation?
A few things I’m struggling with:
1. The (adjusted) Simbiont mats look great on VIZ primitives of a certain size, but when I apply them to objects from linked drawings, they look all wrong. Same thing if I bind them. Any ideas?
2. I’m having trouble understanding scale. If I make larger objects, the look of the material changes. I’ve tried with and without “texture scale” checked (although I’m not sure what that does..)
3. If I have a cabinet door and all components are made of the same material, how do I shift the texture so it doesn’t look like one continuous piece of wood? Also, how would I rotate the map to follow the length of the board as it should?
Here’s a picture that shows the exact same scene as above. Just added boxes of different sizes, applied same mat to all, and rendered.
juju-
Read the links referenced and it will become clear. ![]()