Texturing

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

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archonforest

If I have a nice texture of a rock, can I use that and texture the surface of a made up terrain in TG3? I searched the forum but got nothing really useful for my greeny level. Can someone help with this? Or with a link?
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bobbystahr

Quote from: archonforest on October 19, 2013, 03:33:49 AM
If I have a nice texture of a rock, can I use that and texture the surface of a made up terrain in TG3? I searched the forum but got nothing really useful for my greeny level. Can someone help with this? Or with a link?

Well if it tiles nicely you can apply any image to the surface using an Image Map shade in a Surface layer. For the ground use Plan Y in Projection type and if you have used image maps in any other app you'll get it from there. If not just post more questions.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

archonforest

Thx for the idea. I will see if I can manage it like this :)
Dell T5500 with Dual Hexa Xeon CPU 3Ghz, 32Gb ram, GTX 1080
Amiga 1200 8Mb ram, 8Gb ssd

Dune

If you attach a camera, you can point the camera any direction towards the rock you want to texture. Set it to repeat if you want to cover more area, mask by distance shader if you don't want it extended towards the horizon.

archonforest

So I applied the Image map shade but not really seeing the difference in the render. I changed the size of the tile up and down but no significant change. Tried different projection types but nothing really happened. Can u give some further instructions pls? 
Dell T5500 with Dual Hexa Xeon CPU 3Ghz, 32Gb ram, GTX 1080
Amiga 1200 8Mb ram, 8Gb ssd

bobbystahr

Quote from: archonforest on October 20, 2013, 05:36:44 AM
So I applied the Image map shade but not really seeing the difference in the render. I changed the size of the tile up and down but no significant change. Tried different projection types but nothing really happened. Can u give some further instructions pls? 
Upload the .tgd and I'll have a look for you...no need to include your image as I can sub in one of my own. It's hard to say what's what without going into the .tgd in a situation like this.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Dune

This is the idea, quickly done. Hope this helps.

archonforest

Here is the .tgd to chk. Thx for the help bobby.

Thx Dune for the screenshot. I saved it for reference. My set up is almost like yours...but still not doing the trick....I will see what changes will bobby input and see it after again...
Dell T5500 with Dual Hexa Xeon CPU 3Ghz, 32Gb ram, GTX 1080
Amiga 1200 8Mb ram, 8Gb ssd

Bjur

#8
Hi archonforest.

You see nothing because your base colors override your projected texture.

Adding your image map shader behind your base color/power fractal shader would be one solution (like Dune did his example).

Or disable all colors from that base color shader, then your mapped image will work again as last shader which gives colors to your surface in your node-chain.


Cheers, Alex

~ The annoying popularity of Vue brought me here.. ~

archonforest

It works now!
Thx guys for the help.
Now I m gonna texture the shit out of....everything.... :D
Dell T5500 with Dual Hexa Xeon CPU 3Ghz, 32Gb ram, GTX 1080
Amiga 1200 8Mb ram, 8Gb ssd

archonforest

Okay here is my 1st textured rocky mountain piece :D
C and C are welcome.
Dell T5500 with Dual Hexa Xeon CPU 3Ghz, 32Gb ram, GTX 1080
Amiga 1200 8Mb ram, 8Gb ssd

Dune

You have to take care that the rock texture corresponds more or less with the displacement in TG. And/or use the displacement from the texture file as additional displacement. Also, mask the texture by a power fractal (e.g.), and use a second different texture inversely masked to get rid of repetitiveness. Or warp your texture... or etcetera...

archonforest

Thx. I can see the repetitiveness easily and I will try your suggestions. On the displacement I have a question. Somehow I cannot really see that problem very well on the picture. I can see some parts where it might be a problem but not that much. Is the displacement really bad? Can u maybe put an arrow that is pointing out the worst displacement so I can see what to watch for? 
Dell T5500 with Dual Hexa Xeon CPU 3Ghz, 32Gb ram, GTX 1080
Amiga 1200 8Mb ram, 8Gb ssd

Dune

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.

bobbystahr

Dune just told you what I was going to post. I make extensive use of the Distribution shader for controlling where the rock appears and the Add>Child shader as well for removing repetitiveness in image maps.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist