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a quest for better understanding of textures

Re: a quest for better understanding of textures

Postby broomstick » Fri May 25, 2012 2:37 pm

thomthom wrote:Only at render time. SketchUp has no knowledge of how V-Ray materials are designed.


So how does this make them usable?? Maybe I'm just too used to using vray materials in 3d studio max!
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Re: a quest for better understanding of textures

Postby thomthom » Fri May 25, 2012 2:54 pm

broomstick wrote:
thomthom wrote:Only at render time. SketchUp has no knowledge of how V-Ray materials are designed.


So how does this make them usable?? Maybe I'm just too used to using vray materials in 3d studio max!


Make use of the preview feature in VfSU's material editor (it's not great I know) or make small test scenes. I've done similar tests before to visualize these V-Ray textures and used several of them in my project.
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Re: a quest for better understanding of textures

Postby pyroluna » Wed May 30, 2012 3:37 pm

I did some test with the procedural texture for wood. The variable 'center_v' seems to have the most influence on the texture size.
It is a 3d texture, I think that means that the object cuts through the texture somehow. It reminds me of the old days with POV-ray - which has extensive documentation on all of its functions, including its procedural wood texture. (although I'm not sure wether or not they are mathematically the same)
wood_thingies.jpg
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Re: a quest for better understanding of textures

Postby thomthom » Wed May 30, 2012 3:41 pm

That's a nice sample. Thanks! :thumb:
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Re: a quest for better understanding of textures

Postby eidam655 » Wed May 30, 2012 8:07 pm

wow, thanks for this :)

another thing i discovered is that with 'use_3d_mapping' checked (ie. it's ON), the result is just like you showed us; however, if you uncheck it, you'll get a texture of the wood end. demonstrating on your material:



however, i couldn't get center_v get to change the scale on my textures. i would say that center_u and _v define the center position of the texture, so i don't think this would affect the size... more testing is needed though.



strange thing is that even when in the TexWood preview window something is happening, in the material preview and in the render not so many things change...
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Re: a quest for better understanding of textures

Postby pyroluna » Thu May 31, 2012 1:38 pm

Oh yeah also this; the placement is dependent on the origin of the model or component. I'm not exactly sure how the difference between applying a material to a face or to a component is in play, but the component axes thing is clearly demonstrated in the example below:

wood_thingies2.jpg


In this image, the two little blocks on the floor are the same component - one of them made unique and the axes of that one have been put at an angle of 45 degrees in two directions.
As for the balls, they are the same component, one of them is rotated.

wooden balls.png
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Re: a quest for better understanding of textures

Postby eidam655 » Thu May 31, 2012 1:50 pm

just for reference, how big are your... items? ('balls' would seem inappropriate ^^)

my sphere is 2,646m in diameter.
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Re: a quest for better understanding of textures

Postby pyroluna » Fri Jun 01, 2012 11:39 pm

the big ones are 470mm in diameter, the little blocks are 100mm
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Re: a quest for better understanding of textures

Postby broomstick » Mon Jul 09, 2012 12:14 pm

may I publish here a little tutorial on how to use the Vray Blend Material?

It's useful to have bump maps without a diffuse texture (sort of)
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Re: a quest for better understanding of textures

Postby eidam655 » Mon Jul 09, 2012 12:28 pm

sure, please, go ahead :)
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Re: a quest for better understanding of textures

Postby thomthom » Mon Jul 09, 2012 1:35 pm

broomstick wrote:may I publish here a little tutorial on how to use the Vray Blend Material?

It's useful to have bump maps without a diffuse texture (sort of)

Yes. But please post in a new thread, and tag it [Tutorial] so it's easier to find.
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Re: a quest for better understanding of textures

Postby broomstick » Tue Jul 10, 2012 3:35 pm

thomthom wrote:
broomstick wrote:may I publish here a little tutorial on how to use the Vray Blend Material?

It's useful to have bump maps without a diffuse texture (sort of)

Yes. But please post in a new thread, and tag it [Tutorial] so it's easier to find.


Gotcha ;)
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Re: a quest for better understanding of textures

Postby panixia » Thu Jul 12, 2012 8:42 am

broomstick wrote:may I publish here a little tutorial on how to use the Vray Blend Material?

It's useful to have bump maps without a diffuse texture (sort of)

yes you can!
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Re: a quest for better understanding of textures

Postby john2 » Wed Sep 19, 2012 12:30 pm

eidam655 wrote:hello winGman,

create a material, open it in material editor:
texgrid_tut_1.png

assign the TexGrid texture to the Diffuse channel (or some other channel, depending on your desired usage) and try to play around with the UV repeat values to adjust its size:
texgrid_tut_2.png


after this, my render looks like this:
texgrid_tut.png


and that should be it :)



is there anyway we can change multiplier by measuring tilesize. ? this would be useful while making bump maps for tiles divided in a grid. say if i want tilesize 300mm by 300mm how can i do it?
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Re: a quest for better understanding of textures

Postby panixia » Thu Dec 06, 2012 3:09 pm

eidam655 wrote:- rock/noise pattern. is not affected by UV repeat values.

- smoke/noise pattern. is not affected by UV repeat values.

- snow/noise pattern with alternating alpha. is not affected by UV repeat values.

- speckle/noise pattern. is not affected by UV repeat values.

- splat/noise pattern. is not affected by UV repeat values.

- presumably stucco/noise pattern. is not affected by UV repeat values. sadly,

- is not affected by UV repeat values. in fact, it's the same case as with Stucco. a


- is not affected by UV repeat values. i


my 50 cents to help your quest. :idea:
recently i discovered that for the textures rock - stucco - smoke - snow - speckle - splat - water you should untick "use 3d mapping" to enable UV tiling control. :thumb:
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