[REQ] American cherry texture
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Indeed, that is a great resource Massimo, You never fail to supply, I really appreciate your help.
Numbthumb, great texture, just too small for what I need as I have a 12 ft conference table and that texture will repeat to much.
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You're welcome guys.
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Pete, if you don't need seamless, I can probably come up with images of American cherry at about 12' long for you. It's unfinished and needs a little tweaking to get the color to look like it has been oiled or varnished.
Edited to add: Come to think of it, you like really high res images. these probably won't do. Sorry.
Massimo, those are interesting material images. They'd look great for floors or where you don't need wider boards.
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How big (in cm/inch) would such a piece of wood be?
http://perspectives.trespa.com/naturals/shared_downloads/pacific-board_nw04.jpg -
That one looks like perhaps 100cm wide by about 218 cm long. That gives a reasonable width to a single plank.
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Have you tried CGtextures? http://www.cgtextures.com
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http://www.egger.com/pdf/IT_ZOOM_Holzdekore.zip
815, 1615, 1665, 1696, 1698, 1699, 1704, 1706 are all cherry textures - choose the one you like, you can adjust the right color in Photoshop or Gimp, btw Gimp's make seamless filter works great with woodgrain.
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Cool, thanks.
Here is what I have been able to get from massimo's link.
(this is just draft render)
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Pretty nice work, Pete.
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The textures you can download are A3 scans, I also have 2700x1200mm scans with resolution of 3927x1745px that I can send if needed.
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I guess this is a hijack but I wonder why people want seamless wood grain materials. Wood isn't a seamless material in nature and it seems that most folks are trying to get as much realism in their renders as possible.
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@dave r said:
I guess this is a hijack but I wonder why people want seamless wood grain materials. Wood isn't a seamless material in nature and it seems that most folks are trying to get as much realism in their renders as possible.
Dave,
I have received the textures from the Egger office here, the links are provided by them too in a local forum.
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Dave, I get what you mean, however it's easier to get seamless than a texture that will cover a large area like 6x6ft.
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I don't have time to download the zip file now but I'll take a look. Your post doesn't do anything to answer my question, however.
I've outlined several times how I go about making wood grain textures. I have no interest in seamless materials because I'm modeling parts made of real wood and real wood is never seamless.
Pete, I have no problem getting images of boards upwards of 12' feet long and sometimes 14" wide. With those images I can pick different parts of a 'board' to use exactly like I would in the shop.
Edited to add: Here's an example of a wood grain image that is 9' long. I don't remember the width. This is a smaller image than the one I use in SketchUp as it is just an example. I've edited the original unfinished material image to give it some stain. I think I have 5 or 6 different boards about the same length and of varying widths. With just those images I can paint a very large piece of furniture with no apparent repetition.
Stained Hickory
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This is the best option but where do you get these images?
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I make most of them myself.
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Dave, you are right with the seamless / not seamless thing when it comes to texturing larger pieces as doors or table tops however i can imagine that when texturing legs or pieces that would be otherwise cut out of one piece of wood, a seamless texture is just more convenient to work with as you need not carefully position it to get the wood where there is no seam.
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Easier, yes. But, as you know, it isn't difficult at all to reposition the texture to avoid seams. In Pete's piece there are a lot of large surfaces that, if they were made in solid wood, would be glued up of several narrower pieces. It wouldn't look right to have the same cathedral grain repeated across the width. Even with sawn veneer it wouldn't be the same going across the width.
My original question was asked because I see seamless wood material and the high realism that seems to be a goal in renderings for many folks as counter to each other.
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