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    Scaling native .vismat material

    Scheduled Pinned Locked Moved V-Ray
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    • andybotA Offline
      andybot
      last edited by

      can you show the "M" (material texture) dialogue that is next to the displacement option? The UVW information will be shown there. Note that units are in inches.

      http://charlottesvillearchitecturalrendering.com/

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      • jonedvardJ Offline
        jonedvard
        last edited by

        here:


        EX_SKP_2013_0108_03.jpg

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        • P Offline
          pierreaudouin
          last edited by

          you can change u/v "repeat"

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          • panixiaP Offline
            panixia
            last edited by

            try changhing both u repeat and v repeat and set both of them to 0,1 (if it's still not big enough try 0,01 and so on..)

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            • ATLAStudioA Offline
              ATLAStudio
              last edited by

              For noise maps I tend to adjust the size. Here's an example with a perlin noise bump map for speed. On a side note, apparently vray spheres don't really like accepting shadows, and have horrible edges.....maybe I'm using them in the wrong way.
              Noise size 0.5
              WATER01.jpg

              Noise size 10
              WATER02.jpg

              Noise size 50
              WATER03.jpg

              http://www.atlas-studio.co.uk

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              • R Offline
                rspierenburg
                last edited by

                Hey that looks really good. Where do you set the Perlin noise size exactly? Is it the same as UV repeat?

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                • ATLAStudioA Offline
                  ATLAStudio
                  last edited by

                  If you look at jonedvard's last attachment showing the texnoise window you'll see a dropdown under the colour A/B for type, you can change to different noise types in there. The size setting is to the right of that.

                  http://www.atlas-studio.co.uk

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                  • jonedvardJ Offline
                    jonedvard
                    last edited by

                    wow! that's exactly the intended look that i was trying to sort.

                    thanks to all!

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                    • jonedvardJ Offline
                      jonedvard
                      last edited by

                      alright. some minor clarification.

                      panixia - i'm trying to understand 0,01 values. is that referring to (0 for both u/v repeat) and (0.1 for both u/v offset)?

                      also, the example you provided is a decreased value. am i actually needing to decrease my values in order to create a larger texture/pattern?

                      ATLAStudio - concerning perlin texnoise maps. should i adjust it to match the u/v repeat sizes? or does that not matter?

                      sorry for my confusion! 😄


                      EX_SKP_2013_0109_01.jpg


                      EX_SKP_2013_0109_02.jpg


                      EX_SKP_2013_0109_03.jpg

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                      • jonedvardJ Offline
                        jonedvard
                        last edited by

                        oh and regarding the spheres. my approach would be to increase the number of segments when creating your sphere - providing a smoother surface. an arc with about 48 segments is what i generally use for a fairly adequate smooth surface. hope that helps!

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                        • ATLAStudioA Offline
                          ATLAStudio
                          last edited by

                          The way I did it doesn't involve any adjustment of UV, just leave them all at 1.0.

                          http://www.atlas-studio.co.uk

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                          • panixiaP Offline
                            panixia
                            last edited by

                            @jonedvard said:

                            panixia - i'm trying to understand 0,01 values. is that referring to (0 for both u/v repeat) and (0.1 for both u/v offset)?
                            i was ferring to u/v repeat, but actually i was wrong, because text noise acts in a different way than the most other maps.. for example rock, stucco etc.. with those changing the uv repeat would work (once you untick enable "3d mapping")

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                            • andybotA Offline
                              andybot
                              last edited by

                              @jonedvard said:

                              oh and regarding the spheres. my approach would be to increase the number of segments when creating your sphere - providing a smoother surface. an arc with about 48 segments is what i generally use for a fairly adequate smooth surface. hope that helps!

                              It's called the "terminator" problem

                              @ATLAStudio - good info, thanks! For me, I just keep re-loading a working water vismat, so I didn't remember off-hand which setting it was...

                              http://charlottesvillearchitecturalrendering.com/

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