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General => File Sharing => Topic started by: WASasquatch on July 04, 2018, 08:27:14 AM

Title: WASasquatch's Material Library
Post by: WASasquatch on July 04, 2018, 08:27:14 AM
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. 
Title: Re: WASasquatch's Texture Library
Post by: Kadri on July 04, 2018, 08:32:31 AM

Thanks for sharing.
Title: Re: WASasquatch's Texture Library
Post by: WASasquatch on July 04, 2018, 08:35:27 AM

Thanks for sharing.


Welcome, Kadri.
Title: Re: WASasquatch's Texture Library
Post by: archonforest on July 04, 2018, 08:53:13 AM
cool thx! :)
Title: Re: WASasquatch's Texture Library
Post by: ajcgi on July 04, 2018, 09:12:25 AM
Excellent. Thanks for sharing as always.
Title: Re: WASasquatch's Texture Library
Post by: bobbystahr on July 04, 2018, 03:14:17 PM
Very cool, thanks Jordan
Title: Re: WASasquatch's Texture Library
Post by: WASasquatch on July 04, 2018, 06:09:25 PM
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

Title: Re: WASasquatch's Texture Library
Post by: WASasquatch on July 04, 2018, 07:48:40 PM
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
Title: Re: WASasquatch's Texture Library
Post by: WASasquatch on July 04, 2018, 09:07:14 PM
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
Title: Re: WASasquatch's Texture Library
Post by: WASasquatch on July 05, 2018, 12:04:07 AM
Gravel-D 2K texture. Gravel under a white-cedar cypress (false cedar).

Gravel-D: https://drive.google.com/open?id=10d-slgyp5e4rRIqU8ZbkWwJDR5I12Sag

Title: Re: WASasquatch's Texture Library
Post by: Dune on July 05, 2018, 05:47:06 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.
Title: Re: WASasquatch's Texture Library
Post by: WASasquatch on July 05, 2018, 05:56:05 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/
Title: Re: WASasquatch's Texture Library
Post by: WASasquatch on July 05, 2018, 06:50:30 AM
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_
Title: Re: WASasquatch's Texture Library
Post by: WASasquatch on July 05, 2018, 10:49:22 PM
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

Title: Re: WASasquatch's Texture Library
Post by: bobbystahr on July 21, 2018, 02:42:27 PM
Good looking bricks for starters, very handy and the others look good as well. Thanks very much.
Title: Re: WASasquatch's Texture Library
Post by: WASasquatch on August 12, 2018, 05:55:22 PM
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.
Title: Re: WASasquatch's Texture Library
Post by: bobbystahr on August 12, 2018, 11:03:27 PM
Just the thing for under bodies on autos/trucks. Thanks very much
Title: Re: WASasquatch's Texture Library
Post by: WASasquatch on August 14, 2018, 10:36:46 PM
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.
Title: Re: WASasquatch's Texture Library
Post by: bobbystahr on August 15, 2018, 03:13:15 AM
Thanks yet again
Title: Brass Shader Collection
Post by: WASasquatch on August 20, 2018, 02:23:48 AM
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.
Title: Re: WASasquatch's Material Library
Post by: bobbystahr on August 20, 2018, 12:46:12 PM
Thanks Jordan, will test em out on some stuff later on...good work.
Title: Re: WASasquatch's Material Library
Post by: WASasquatch on August 20, 2018, 05:15:43 PM
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.
Title: Re: WASasquatch's Material Library
Post by: luvsmuzik on August 20, 2018, 05:33:16 PM
Thank you! :) for last three sets! trying not to fill up your white space. :)
Title: Re: WASasquatch's Material Library
Post by: WASasquatch on August 20, 2018, 06:45:22 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.
Title: Re: WASasquatch's Material Library
Post by: the first seer on August 23, 2018, 02:06:00 PM
Great my friend, I hope head time soon to test!
Title: Re: WASasquatch's Material Library
Post by: bobbystahr on August 23, 2018, 02:41:52 PM
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
Title: Re: WASasquatch's Material Library
Post by: WASasquatch on August 23, 2018, 05:17:17 PM
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.
Title: Re: WASasquatch's Material Library
Post by: bobbystahr on August 23, 2018, 05:44:21 PM
The middle one looks close by my eye but maybe less intensity in the Specular...
Title: Re: WASasquatch's Material Library
Post by: WASasquatch on August 23, 2018, 05:46:23 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.
Title: Re: WASasquatch's Material Library
Post by: mhaze on August 24, 2018, 06:14:10 AM
Thanks for these, they are excellent.
Title: Porcelain & Ceramic Shaders
Post by: WASasquatch on August 25, 2018, 04:59:49 PM
Porcelain and Ceramic Shaders

Shaders only in this pack.
Title: Raw Wood Grain Shaders
Post by: WASasquatch on August 25, 2018, 05:25:59 PM
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.
Title: Re: WASasquatch's Material Library
Post by: pclavett on August 30, 2018, 11:48:48 AM
Thank you Jordan for all your shares !
Appreciated !
Paul
Title: Re: WASasquatch's Material Library
Post by: archonforest on August 31, 2018, 02:25:19 PM
Thx for these shaders. Very nice work man!
Title: Re: WASasquatch's Material Library
Post by: the first seer on September 12, 2018, 05:16:46 AM
No sooner have I been away for a few days, you find such great things you've done :)
Respect and thank you!
Title: Re: WASasquatch's Material Library
Post by: Hannes on September 15, 2018, 02:23:06 PM
Cool stuff, Jordan! Thanks a lot!!