Here I'll be posting texture packs for Terragen. Packs will include TIFF textures in as high as resolution and quality as possible, as well as TGD example file and TGC clip ready for use in a surface layer. The components were done as image maps for manipulation within TG (adding colour to colour map for example), and also because I was using objects with UV for testing and switching between Y and UV for 2D preview purposes.
First up is Gravel A: https://drive.google.com/open?id=14AGAGtU267nZlJBRcDEgCPFEm7RGkqyX
WASasquatch's (Jordan S.C. Thompson) Texture Packs located on this page our royalty free, free for commercial use, and so on. Have fun, and Terragen On.
Thanks for sharing.
cool thx! :)
Excellent. Thanks for sharing as always.
Very cool, thanks Jordan
Here is the second texture, Gravel B. I tried a suggestion from Kadri and tried stitching together two photographs of the gravel road outside my RV. I was than able to create a 4K texture set. My camera light (which is used in ambient light to correct directional casting light) creates some "green" tones which are hard to correct as they appear in patchwork. I would love a nice digital camera about now. Lol
Not particularly happy with the quality so I think I'll stitch, but downscale to 2K. My phone camera is just too fuzzy.
Gravel-B: https://drive.google.com/open?id=1Nz3C4EFkeUIdnKws0zPuUy-km0BTQ13A
Gravel-B is in 2k but I feel looks a lot better considering my phones quality. A mix of Gravel, Dirt, and Pine Needles, and small spouts..
Gravel-B: https://drive.google.com/open?id=1FGaIfAyrFZ7WmcBYpYwtuNUA9ZboeV_X
Douglas Fir A in 2K; a two photo stitch (tunk wasn't very wide and curvature effecting depth of the image and morphology). Colurs don't seem to translate over the best.
Douglas Fir A: https://drive.google.com/open?id=1m5nn-68eZc-8Z3vq4Dsky6s6bq2YVkbK
Gravel-D 2K texture. Gravel under a white-cedar cypress (false cedar).
Gravel-D: https://drive.google.com/open?id=10d-slgyp5e4rRIqU8ZbkWwJDR5I12Sag
Nice initiative. I hardly use any textures, but some may be very handy. Are they tiled, so you can repeat them? Otherwise I suggest you make them tileable. And I would make those photographs straight from above, without shadows, or they will look strange if you view them from another angle than how they're photographed.
Stitching is great; I used to make landscape images of 8 or so photo's all stitched together, and they hang on my wall now at 2m wide with every sandgrain visible.
Quote from: Dune on July 05, 2018, 01:47:06 AM
Nice initiative. I hardly use any textures, but some may be very handy. Are they tiled, so you can repeat them? Otherwise I suggest you make them tileable. And I would make those photographs straight from above, without shadows, or they will look strange if you view them from another angle than how they're photographed.
Stitching is great; I used to make landscape images of 8 or so photo's all stitched together, and they hang on my wall now at 2m wide with every sandgrain visible.
They're tillable, shot in ambient twilight with camera light constantly on to create straight casting light, 1:1 ratio, grid, etc. Stitching is necessary because of limited resolution, megapixel quality. The previews are renders, not the texture. If I had a better camera with a wider FOV and better quality it wouldn't be necessary for a lot of what I'm texturing. Just can't wait to get out to the pass to take photos of rock forms.
IMO, texture implies it's a seamless, well, texture, otherwise it's just a stock photo, for some reason with depth map and bump and stuff hehe. At least when it's not bundled with a object for specific UV.
Reason I'm doing these is looking over RD's gallery with work using a lot of their products: https://www.rd-textures.com/gallery/
Stone-Granite-A 2K based on a old weathered boulder left over from the glacial period that carved out Puget Sound.
Note: Still wondering what those lines are on rock objects in the displacement. Faces? I have faces to 512 here.
Stone-Granite-A: https://drive.google.com/open?id=1-kxOkUdkgEhfyk_pE21vKDhBntmwLyR_
Brick-Type-A is based on a turn of the century building, that itself, was made from recycled brick of unknown age. I spent some time doing a custom displacement map, as well as a detailed depth map to combine. Added examples of a colourable brick set, and a coloured brick set with procedural [moss] accents. Wish I had better MPD but still good enough previews.
Brick-Type-A: https://drive.google.com/open?id=1tR43Mbv2PCs6CUHMzJP9Eiqzj5rxOGum
Good looking bricks for starters, very handy and the others look good as well. Thanks very much.
Procedural Cast Iron shaders. Old and new. Due to the roughness map, roughness may need adjusting in certain lighting. Spent awhile making sure it looked good under different lighting but more a to the taste thing.
Added a v2 for the Old Cast Iron with a little more roughness for horizon lighting, makes it a little less refractive.
Just the thing for under bodies on autos/trucks. Thanks very much
Chromatic Anodization effects using the roughness feature and some other little tricks to bring stuff out. The colouring with the roughness feature is very sporadic and sensitive. Hard to get combinations you actually one. Loves to toss in green with reds.
Thanks yet again
Here is the Brass Shader Collection for your enjoyment.
These are done on a pretty small scale, so for larger things you may need to tack in transform shader to scale it, as well as provide a Final Position for object surfaces if you're using it that way.
Gathered project to render them all for viewing with the Multi-ShaderBall, and an archive with just the shader TGCs.
Thanks Jordan, will test em out on some stuff later on...good work.
Quote from: bobbystahr on August 20, 2018, 08:46:12 AM
Thanks Jordan, will test em out on some stuff later on...good work.
Most welcome. Trying to go back and work on steel. Really hard to make a convincing look.
Thank you! :) for last three sets! trying not to fill up your white space. :)
Quote from: luvsmuzik on August 20, 2018, 01:33:16 PM
Thank you! :) for last three sets! trying not to fill up your white space. :)
Ah don't worry about it. If I could disable posts from the get go sort of thing I would have to just make it a list of materials. You're welcome.
Great my friend, I hope head time soon to test!
Quote from: WASasquatch on August 20, 2018, 01:15:43 PM
Quote from: bobbystahr on August 20, 2018, 08:46:12 AM
Thanks Jordan, will test em out on some stuff later on...good work.
Most welcome. Trying to go back and work on steel. Really hard to make a convincing look.
good luck with that, seriously, as I as a colour blind fool have had no luck with steel
Quote from: bobbystahr on August 23, 2018, 10:41:52 AM
Quote from: WASasquatch on August 20, 2018, 01:15:43 PM
Quote from: bobbystahr on August 20, 2018, 08:46:12 AM
Thanks Jordan, will test em out on some stuff later on...good work.
Most welcome. Trying to go back and work on steel. Really hard to make a convincing look.
good luck with that, seriously, as I as a colour blind fool have had no luck with steel
Yeah it's really not easy. This is what I've gotten so far, and mind you I've had this project for at least a week or two. Just can't get the look right.
The middle one looks close by my eye but maybe less intensity in the Specular...
Quote from: bobbystahr on August 23, 2018, 01:44:21 PM
The middle one looks close by my eye but maybe less intensity in the Specular...
Yeah, it seems the specular roughness is slightly bugged. Once you plug anything with any sort of roughness in it likes to create specular highlights, even when the specular highlights is currently at 0.5 of 1 with a reflection of 0.8 because the roughness function just made it "glow". You can see this with the far left one more because it has matt displacement also feeding into the roughness. So it's just "brighter" despite all the same settings.
Really feel the reflection shader could benefit from a "Reflective Function" instead of using masks and just roughness.
Thanks for these, they are excellent.
Porcelain and Ceramic Shaders
Shaders only in this pack.
Raw Wood Grain Shaders. They don't play too nice with TGs ability to render small detail, but it looks decent I guess.
You can play around with the base wood grain PFs (for diff color definitions or what not), but keep in mind you'll likely need to rebalance the low and high specular/displacement colour adjusts to get a smooth displacement/specular map. Note that you'll also have to orient to wood grain direction as well with the Grain Orientation (Rotate) shader.
Realized I packed up the wrong save with a little too much surface displacement. B has less surface displacement to show grains better.
Thank you Jordan for all your shares !
Appreciated !
Paul
Thx for these shaders. Very nice work man!
No sooner have I been away for a few days, you find such great things you've done :)
Respect and thank you!
Cool stuff, Jordan! Thanks a lot!!
Rock1 PBR (Approximated) Material for Terragen in 6k
Downlaod: https://drive.google.com/open?id=1X5ptmQV4TJFGCV1b_Y0XwJKY0khmEoIE
License: Creative Commons Attribution 4.0 International Public License
6k is as high as I could go, and that's with stitching, and additional quality improvements in photoshop. I kept the diffuse pretty simple so it didn't get too repetitive and could be augmented with TG shaders.
Thanks very much Jordan
Jordan,
Your shaders are awesome! Have you (or anyone else) created an aluminum shader (matte, brushed, or whatever)? With my limited experience of TG shader networks, I've been trying to modify your chrome shader with little success. I'm trying to teach myself more about this aspect of TG atm.
Thx,
Niel
I have not, but I could give it a go. The standard renderer and me don't get along with steels and chromes so may optimize for PT if I do.
THANKS!!! :D :D :D
Nice Share! Thanks WAS!
-Derek
Thanks WASasquatch! Used the energy from my morning coffee to download and organize your materials! Thank you so much for your work!
Stone-Granite works great, I had not dealt with such materials before :)
Many thanks!
Decided to try a photo based texture again. Basic fir bark shader. I didn't like the colour bleeding in the original photographs, so I recoloured it.
Made with 3 10MP panoramas, however due to the low level detail loss of my camera, the final texture is down scaled to 4k.
Comes with the basic dead tree, just for a trunk really but you're all more than welcome to it.
https://drive.google.com/file/d/1ruSJjJzFZn0UggHv-pCmlbPS05LcZNjv/view?usp=sharing
Thanks, Jordan! Very useful!