Hi guys,
so I have this demanding client that keeps telling me my floor looks cheap. I recently bought several “multitextures” from CG source for their excellent floor generator. But it seams he doesn’t like those either. CG source stuff looks great but it seams it’s not for bigger floor boards, like 20-40cm wide.
Oh I also started using summed area instead of pyramidal to increase the details but it seams that wasn’t the problem.
Do you generally use summed area? I saw huge spikes in RAM usage when I selected them.
move down the blur filter to .001…try turning off the AA filter as well…what I’m using for floor is one big HD texture of wood and randomize the UV offset.
flino, you mean something like Arroway textures? I too have those but used in combo with floor generator, they always gave me weird results, so I tried individual boards like from CG source.
Yes, I guess expensive floor is supposed to have a smooth finish, but still don’t you guys like that first floor that has those rough floor boards? I love that! And have no idea how to create it But yes, will try your suggestions and let you know how they turned out.
Oh, by turning off AA, you mean in final render? I always have it off.
I have arroway wood floor collection and it works fine but remember to move the blur filter down, grayscale textures such as reflection and bump with gamma 1.0
that was the way I used to do it but I used floor generators randomiser.that usually gave me weird results, like everything was repeating. do you use a separate script for randomising?
I do it like this as I use one Highres wood texture :
-Apply uvw map to the floor with planar mode selected and with the right aspect /scale
-Add unwrap modifier and choose "flatten mapping "
- Rescale the boards -inside uv editor - to match the scale that u want ( I usually keep one board unselected before " flatten " as reference for the scale )
-move some board to get more interesting result / avoid repetition / hide seams if needed.
Or you can create your own board textures in Photoshop from one image using the slice tool but I prefer the other way .
I am interested in hearing other and maybe better / faster workflow too :).
be nice if some friendly scripter could add an option to choose the mapping channels it will affect..
i asked on the scriptspot page months ago, but author never replied or updated it.
-i use it all the time.. in fact, between that, polygonmap plugin (awesome) , and niel blevins blended box, i rarely need to consider the unwrap modifier.
Will have to try both those methods. Thanks!
Here’s the test with floor gen and its randomizer.
I like the closer look on the left of the render, but distant boards look too flat.
And a final test that got me the result I wanted! Thanks guys this is now perfect! So reduced blur value and I used UV randomize script with arroway textures. Love this floor now
Yes it is a bit big, but I was worried that small tile will blend the details too much, and they like to see the wood detail (judging by the renders they sent me that they like).
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…
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’