Texturing

Started by archonforest, October 19, 2013, 03:33:49 AM

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bobbystahr

Quote from: Dune on October 21, 2013, 10:19:19 AM
I just mean that if you have a texture of a specific type of rock, the displacement should echo that. Slate won't be very bubbly, so to speak. But for an average scene I wouldn't take that too seriously, only if it's really necessary to produce rock that geologists will find believable.
There is a tab in colour where you can get displacement from the colour image which I also use a bit but more often I take the colour image in to a 2D image processor of your choice(I use Photoshop) and make it a greyscale image and adjust the contrast till I see the high points quite white and then I blur the image to prevent excess spikeyness and use that In the actual Displacement tab with the exact same coords. as the image map and slowly add displacement till I like it.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

archonforest


dune: yes  i understand what u saying about match the texture to the surface I have. I realized that the texture I used not really fitting to the shape I made in TG. The texture itself is a photo of a more on less flat rock/mountain piece and the TG surface I have actually a more rocky one....

bobby: thx a lot for sharing your technique. I will try to use it....(it is a bit above of my full understanding at this point of time as I am not that advanced yet)
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bobbystahr

Quote from: archonforest on October 21, 2013, 05:25:28 PM

dune: yes  i understand what u saying about match the texture to the surface I have. I realized that the texture I used not really fitting to the shape I made in TG. The texture itself is a photo of a more on less flat rock/mountain piece and the TG surface I have actually a more rocky one....

bobby: thx a lot for sharing your technique. I will try to use it....(it is a bit above of my full understanding at this point of time as I am not that advanced yet)
If you'd like a visual tutorial load up all the images and the .tgd in a zip file and post it here if it's a legal size or sendspace or a site lie that if it's too large and I'll take a stab at showing by doing.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

archonforest

Here is my 2nd try on texturing. I believe it is better than the 1st one..
A tutorial would be awesome...I have a dirty road patch picture and I tried to use that as a texture to have a road on the middle of the picture but somehow I am getting only a stretched ugly looking path ???
If I upload that can you do a tut on that? Or your technique that was described before mainly for rocks/mountains?
Dell T5500 with Dual Hexa Xeon CPU 3Ghz, 32Gb ram, GTX 1080
Amiga 1200 8Mb ram, 8Gb ssd

Dune

Yes, this is nice, but I think a lot from this render can be done procedurally, just with a bunch of power fractals (colors and some displacement). If you have a picture of a dirt road, it should probably be projected from the top (Y), and repeated into one direction (if it's a tile). maybe warped. But again; that can be done procedurally as well.

archonforest

Thx Dune...reason I went to the direction of texturing as I got no clue how to do it in procedural...I failed so many times on this that I feel like I walking in the thickest mud there could be...I even put down the program since a while....
Dell T5500 with Dual Hexa Xeon CPU 3Ghz, 32Gb ram, GTX 1080
Amiga 1200 8Mb ram, 8Gb ssd

Dune

You shouldn't give up that easy. As soon as I have some time, I'll fix a line of nodes for some rock texturing... just for the idea.