How to make such a material?
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Hello,
use the map as diffuse AND bump or displacement if you want more relief...
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also with this kind of bump/displacement you can try to play with some of the amazing procedural textures in vray such as tex-rock or tex-stucco..
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I wouldn't even use a diffuse map, just use a bump (but you will need to do the double diffuse trick in order to setup the UVW tiling). See if you can find a texture on here that will work as a good bump.
http://www.cgtextures.com/If you really want to get crazy, you can use that map for a displacement, but I think this will slow down things a bit and may not be worth the setup and time cost.
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I'd throw a b+w version of the bump map into the reflection glossiness slot as well and adjust so it gives some soft reflections like the paint.
Would second valerostudio on not using displacement unless you're intending on producing a close up view of an edge, on my machine it takes properly aaaaaaages. Even if you are doing closeup, probably quicker to photoshop it.
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Thank all of u for the replies.
@valerostudio what do u mean by "the double diffuse trick in order to setup the UVW tiling" I always have some problems with UVW tiling setup, can u tell me about that trick? -
The trick is (if I remember correctly).
- Add your bump map using the sketchup material interface and paint the object(s) so the bumps are where you want them to appear.
- In vray material dialogue, add a new diffuse layer to your material and pick the colour you want the material to actually be. Put this 'diffuse1' layer under your original 'diffuse' layer.
- Back on the 'diffuse' layer, add a map to the transparancy slot and use the TexColour map, then pick white as the colour. This will make this layer invisible in the vray render but still visible in your SU window.
- Tick vray bump map, add the bump map you used to paint with.
- Et voila, when you render the bump should appear similar to what you see in SU window but with the colour you picked in the 'diffuse1' layer.
I think the UV coordinates you paint in the first step will apply to other map slots such as glossiness, reflection filter etc. So if you added another different map (say, scuffs or dirt to reflection) it will scale the same as your bump image.
I'll do a settings extract later if this is clear as mud.
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Yep- thats the trick. Right now, its the only way other than figuring out what numbers to use for tiling the bitmap in the parameters. You can do it that way, but the method above will allow you to see the map in SketchUp.
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