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PostPosted: Wed Apr 07, 2010 10:19 am 
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Loving This thread!! The felt on the hat looks good! did you use displacement? Your material libary is stacking up nicely! :mrgreen:

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PostPosted: Mon Apr 12, 2010 11:10 pm 
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Tea_Bag wrote:
Loving This thread!! The felt on the hat looks good! did you use displacement? Your material libary is stacking up nicely! :mrgreen:


Thanks! No displacement, just a little bump. I need to find the time to experiment with adding a little thinSSS to the felt material.

Here is a newly updated (for Maxwell 2) version of my rough stone tiles available on Turbosquid:

Image
Image

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PostPosted: Tue Apr 13, 2010 4:22 pm 
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Here is a high resolution rough surface displacement map I made. You can use this map to get an uneven rough surface instead of the uniformity of only increasing the roughness parameter of the mxm. It can be used as a bump or displacement map. When using as a displacement map on a curved surface, you need highly subdivided geometry. The map is a 16 bit tif @ 4096 x 4096 pixels. Sample mxm is included. Click the link in my sig.

Image
Image
Image
And a zoomed-in crop:
Image

Edit: It tiles seamlessly too. :)

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Last edited by Bubbaloo on Wed Apr 14, 2010 1:38 am, edited 1 time in total.

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PostPosted: Tue Apr 13, 2010 4:57 pm 
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Very nice textures!

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PostPosted: Tue Apr 13, 2010 11:29 pm 
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Thanks, Tom!


Here is a new material I made specifically for Maxwell 2's thinSSS. It's a high resolution flat grass texture, but with a little displacement and thinsss, it looks pretty realistic for covering large areas. Good for close to medium range renders. The map covers approximately 10' x 10' area, but it tiles seamlessly so it can cover larger areas without noticeable tiling.

Image

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PostPosted: Wed Apr 14, 2010 12:17 am 
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Now wow! :shock:

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PostPosted: Wed Apr 14, 2010 7:57 am 
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tom wrote:
Now wow! :shock:


Agree :shock:

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PostPosted: Wed Apr 14, 2010 9:25 am 
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Tea_Bag wrote:
tom wrote:
Now wow! :shock:


Agree :shock:

:shock: :shock: +1

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PostPosted: Wed Apr 14, 2010 12:14 pm 
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Hi Brian, that´s awesome material, can you put a comparison render without sss to see the difference between both?

Cheers
JC

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PostPosted: Wed Apr 14, 2010 6:29 pm 
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Thanks a lot, guys!

JC, here it is without thinSSS. Just a subtle difference, but sometimes the extra 2% makes the biggest impact. :)

Image

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PostPosted: Wed Apr 14, 2010 6:45 pm 
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Hey everyone, here's the floor preview scene I used for the last couple of materials. In the scene, I have replaced the original floor that was made of 2 triangles, and replaced it with a heavily subdivided plane, perfect for testing flooring materials with displacement. If you think you would find it useful, here is the link:
http://www.divshare.com/download/11056999-c71

Just put the floor_displacement.mxs file into the preview folder in the Maxwell installation folder. Enjoy!

Props to the original maker of the scene, whomever that might be. :wink: :P Tom? Mihai?

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PostPosted: Wed Apr 14, 2010 8:12 pm 
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Thanks for posting it without sss, I put the images side by side and the difference is more than 2% :lol: , with sss looks more "alive" and bright, the render times are not so different right?

Cheers
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PostPosted: Wed Apr 14, 2010 8:18 pm 
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jc4d wrote:
Thanks for posting it without sss, I put the images side by side and the difference is more than 2% :lol: , with sss looks more "alive" and bright, the render times are not so different right?

Cheers
JC


There is minimal difference. That's what I love about the thinSSS. It clears so fast! 8)

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PostPosted: Wed Apr 14, 2010 9:47 pm 
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Bubbaloo wrote:
Props to the original maker of the scene, whomever that might be. :wink: :P Tom? Mihai?
Good job, Brian. It was courtesy of Mihai. ;)

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PostPosted: Wed Apr 14, 2010 10:47 pm 
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Thanks Tom. (and Mihai for the cool scene)


Here is a very high resolution concrete material (6000x6000 pixels). It has diffuse, specular at 8 bit jpg's and a 16 bit displacement tif. Great for close-ups and also covers large areas. Seamless and tileable. Real world scale is approx. 10' x 10'.
Image

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