A quest for better understanding of textures
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hello winGman,
create a material, open it in material editor:
assign the TexGrid texture to the Diffuse channel (or some other channel, depending on your desired usage) and try to play around with the UV repeat values to adjust its size:
after this, my render looks like this:
and that should be it
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i just made a quick comparison between a procedural noise and a bitmap noise on a cube.
bitmap noise:
procedural noise:
- this is no scientific comparison, it's just taking the cube and rendering it with a 400x400 BW bitmap and with TexNoise (Perlin, Size = 5). that said, i don't think that there will always be a difference this big between the rendertimes. also i suspect VRay of not adding the preprocessing time to the %rendertime% timestamp and shows only the final pass instead (correct me if i'm wrong).
- i didn't expect a difference THIS big. 11s vs 20s is... well, impressive.
- in the 'real' 3D work it will always matter which technique are you most familiar with to speed things up. additionally, there will always be a tradeoff between the preprocessing time of the procedural textures vs. rendering time of bitmaps.
i just think it's nice to have all this information at one place as a reference, so people don't have to wander around the internet or in their memories : )
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How do I change the grid size to 5 times larger? Been trying to adjust in U and V but still could not get it.
@eidam655 said:
hello winGman,
create a material, open it in material editor:
[attachment=1:3chobg9h]<!-- ia1 -->texgrid_tut_1.png<!-- ia1 -->[/attachment:3chobg9h]
assign the TexGrid texture to the Diffuse channel (or some other channel, depending on your desired usage) and try to play around with the UV repeat values to adjust its size:
[attachment=2:3chobg9h]<!-- ia2 -->texgrid_tut_2.png<!-- ia2 -->[/attachment:3chobg9h]after this, my render looks like this:
[attachment=0:3chobg9h]<!-- ia0 -->texgrid_tut.png<!-- ia0 -->[/attachment:3chobg9h]and that should be it
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TexWater doesn't appear to be fully implemented - it's just producing a colour that cannot be adjusted...
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This is a great reference post. The only thing I would like to see is if these maps, once applied on the diffuse channel, are visible in the Sketchup Model, or only at rendering time.
Nice work!
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@broomstick said:
This is a great reference post. The only thing I would like to see is if these maps, once applied on the diffuse channel, are visible in the Sketchup Model, or only at rendering time.
Only at render time. SketchUp has no knowledge of how V-Ray materials are designed.
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@thomthom said:
Only at render time. SketchUp has no knowledge of how V-Ray materials are designed.
So how does this make them usable?? Maybe I'm just too used to using vray materials in 3d studio max!
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@broomstick said:
@thomthom said:
Only at render time. SketchUp has no knowledge of how V-Ray materials are designed.
So how does this make them usable?? Maybe I'm just too used to using vray materials in 3d studio max!
Make use of the preview feature in VfSU's material editor (it's not great I know) or make small test scenes. I've done similar tests before to visualize these V-Ray textures and used several of them in my project.
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I did some test with the procedural texture for wood. The variable 'center_v' seems to have the most influence on the texture size.
It is a 3d texture, I think that means that the object cuts through the texture somehow. It reminds me of the old days with POV-ray - which has extensive documentation on all of its functions, including its procedural wood texture. (although I'm not sure wether or not they are mathematically the same)
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That's a nice sample. Thanks!
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wow, thanks for this
another thing i discovered is that with 'use_3d_mapping' checked (ie. it's ON), the result is just like you showed us; however, if you uncheck it, you'll get a texture of the wood end. demonstrating on your material:
however, i couldn't get center_v get to change the scale on my textures. i would say that center_u and _v define the center position of the texture, so i don't think this would affect the size... more testing is needed though.
strange thing is that even when in the TexWood preview window something is happening, in the material preview and in the render not so many things change...
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Oh yeah also this; the placement is dependent on the origin of the model or component. I'm not exactly sure how the difference between applying a material to a face or to a component is in play, but the component axes thing is clearly demonstrated in the example below:
In this image, the two little blocks on the floor are the same component - one of them made unique and the axes of that one have been put at an angle of 45 degrees in two directions.
As for the balls, they are the same component, one of them is rotated. -
just for reference, how big are your... items? ('balls' would seem inappropriate ^^)
my sphere is 2,646m in diameter.
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the big ones are 470mm in diameter, the little blocks are 100mm
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may I publish here a little tutorial on how to use the Vray Blend Material?
It's useful to have bump maps without a diffuse texture (sort of)
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sure, please, go ahead
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@broomstick said:
may I publish here a little tutorial on how to use the Vray Blend Material?
It's useful to have bump maps without a diffuse texture (sort of)
Yes. But please post in a new thread, and tag it [Tutorial] so it's easier to find.
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@thomthom said:
@broomstick said:
may I publish here a little tutorial on how to use the Vray Blend Material?
It's useful to have bump maps without a diffuse texture (sort of)
Yes. But please post in a new thread, and tag it [Tutorial] so it's easier to find.
Gotcha
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@broomstick said:
may I publish here a little tutorial on how to use the Vray Blend Material?
It's useful to have bump maps without a diffuse texture (sort of)
yes you can!
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@eidam655 said:
hello winGman,
create a material, open it in material editor:
[attachment=1:bo417hjm]<!-- ia1 -->texgrid_tut_1.png<!-- ia1 -->[/attachment:bo417hjm]
assign the TexGrid texture to the Diffuse channel (or some other channel, depending on your desired usage) and try to play around with the UV repeat values to adjust its size:
[attachment=2:bo417hjm]<!-- ia2 -->texgrid_tut_2.png<!-- ia2 -->[/attachment:bo417hjm]after this, my render looks like this:
[attachment=0:bo417hjm]<!-- ia0 -->texgrid_tut.png<!-- ia0 -->[/attachment:bo417hjm]and that should be it
is there anyway we can change multiplier by measuring tilesize. ? this would be useful while making bump maps for tiles divided in a grid. say if i want tilesize 300mm by 300mm how can i do it?
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