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 Post subject: Fabric (crushed)
PostPosted: Thu Oct 23, 2008 10:33 am 

Joined: Tue Jan 10, 2006 6:49 pm
Posts: 958
Location: Sweden
Hi!

I could need some input in going about creating a material such as this:

ImageImage

ImageImage

ImageImage

It's called "Crushed" and seems to have a bit of that custom falloff effect. Here's the displacement/bump map I've made from a scan of the fabric:

Image

Initial thoughts are to use a displacement map in combination with the .r2 from eg. the towels in the material library. Seems this might be a way to go, however - I wonder if there's a good way to do this without the displacement since it increases the render time so much.

Image

Image

ImageImage

Would normal maps be feasible, do a better effect than bump?

Thankful for any input

- Björn

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 Post subject:
PostPosted: Thu Oct 23, 2008 2:25 pm 
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Joined: Sat Feb 24, 2007 11:50 pm
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I think it depends on how close it will be in the render. If it's seen up close, you should use displacement. Further away you might be able to get away with normal/bump.
Your material looks pretty close.

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 Post subject:
PostPosted: Thu Oct 23, 2008 2:42 pm 

Joined: Tue Jan 10, 2006 6:49 pm
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Precisely. Perhaps I can have two similar materials, one with displacement and one without.

Are normal maps better than bump? How can I convert a bump to a normal map?

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 Post subject:
PostPosted: Thu Oct 23, 2008 2:49 pm 
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Joined: Wed Jan 26, 2005 8:30 pm
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There is Crazybump, and also a PS plugin from Nvidia that let you convert it to a normal map.

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 Post subject:
PostPosted: Thu Oct 23, 2008 3:01 pm 

Joined: Mon Jan 16, 2006 1:44 am
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Location: Zürich
I always had the impression, that a normal map works better ... the problem is, that you cannot control the height of your bump by numbers, but have to change the texture.


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 Post subject:
PostPosted: Thu Oct 23, 2008 3:59 pm 

Joined: Tue Jan 10, 2006 6:49 pm
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Oh, that might be unpractical.. but once i get it right i guess it's fine.

I don't think the manual explains this, but: Can I set negative bump values, and what effect does it have?

- björn

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 Post subject:
PostPosted: Thu Oct 23, 2008 4:01 pm 
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Instead, you can just invert the texture in the material editor.

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 Post subject:
PostPosted: Thu Oct 23, 2008 5:37 pm 

Joined: Tue Jan 10, 2006 6:49 pm
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Location: Sweden
I see bubbaloo,

Mihai,kami: Tried NVidias plugin, thank you.

I can't seem to squash any more bump out of this than this using regular bump mode:

Image

I'm using 80 as bump value. Should this really be the case? it seems it doesn't show at all... Perhaps I'm doing something wrong.

zip with mxm and textures: http://dl.getdropbox.com/u/114792/crushed.zip

- Björn

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 Post subject:
PostPosted: Thu Oct 23, 2008 7:07 pm 

Joined: Tue Jun 06, 2006 7:02 pm
Posts: 524
:D


Last edited by yanada on Tue Dec 02, 2008 3:57 pm, edited 1 time in total.

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 Post subject:
PostPosted: Thu Oct 23, 2008 8:30 pm 

Joined: Tue Jan 10, 2006 6:49 pm
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Location: Sweden
Thank you yanada! That was a great program. I'll post some results soon..

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 Post subject:
PostPosted: Thu Oct 23, 2008 10:16 pm 

Joined: Tue Jan 10, 2006 6:49 pm
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Not there yet, but this is what it looks like when using color maps aswell:

Image

.. hmm.

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 Post subject:
PostPosted: Thu Oct 23, 2008 10:19 pm 
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Do you still have the nd at 20? That's too high. That's a metal-like quality I think. Lower it way down and try raising the roughness to 98-99.

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 Post subject:
PostPosted: Thu Oct 23, 2008 10:29 pm 

Joined: Tue Jan 10, 2006 6:49 pm
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In this image the Nd is at 5. I Also put roughness at 98, (though it was at 95 in the previous picture.

Image

I guess the scanned image I have is kinda blotchy... you know any neat way to even out the colors in photoshop without blurring the details of the texture?

regards,

- Björn

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 Post subject:
PostPosted: Thu Oct 23, 2008 10:38 pm 
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Try nd = 1 - 1.5

And as for the diffuse map, I think it looked better without it. Looked closer to your ref pic before.

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 Post subject:
PostPosted: Thu Oct 23, 2008 11:08 pm 

Joined: Tue Jan 10, 2006 6:49 pm
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Really don't know what I'm doing wrong, but as soon as I turn down Nd to 1.3 or something, the material goes dark as coffee.

Try this with the included towels for example, just change their nd to 1.3 and watch the light dissappear...

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