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Found 7 results

  1. Hello everyone I'm looking for a good course and/or books on texturing and materials. Doesn't have to be render engine specific, although I'd prefer something for a V-Ray metalness workflow. I haven't found anything that covers the more advanced aspects of this subject collectively. Material needed : -Exhaustive list of procedural textures and their most important settings and parameters -Specific use of procedurals on a variety of material scenarios -Ground/terrain texturing -Mixing materials -Mixing textures -Tiling/Seamless textures -Adding variety on large surfaces -Opacity and alpha channel -Baking -Imperfections and their different implementation in terms of subtraction (scratches) / addition (smudges) I have acquired some knowledge in bits and pieces, but it's always better to have a roadmap and Youtube won't cut it. Interested in both the whys and hows. I'd like to own the aforementioned concepts before I jump onto Substance and custom material creation. Any suggestions? Alex
  2. Hi there, I need to create a mosaic on a wall, using a "voronoi" technique (therefore not the usual square tessarae!) This mosaic will be made of very tiny small pieces of different colours, concentrated along the central opening in the wall. Moving away from the entrance, these tiles gradually get bigger and farer from each others, leaving empty spaces among them. I posted a quick sketch to explain better what I want to do. Do you have any idea how to reach this kind of result? At the moment I am using the unwrapping method plus Photoshop, but it is taking a lot of time. Thanks in advance. [/img]
  3. I'm trying to create a brick texture where I have used procedural noise map. Then I have randomized the texture so that it doesn't look continuous overall. Now the problem is that the map is still looking continuous through out the bricks and it's not at all randomized though all other bitmap textures are looking randomized when tested.
  4. Hi all, This is my first post so here goes hehe... I am attatching two images (600x600px) The first one was created in modo. It is a simple scene -> 1 camera , 1 directional light , 1 plane. the plane is a basic material but with 3 procedural noise/cellular maps which are applied as displacement maps with gradients masking and blending each other one (of the layers) out. literally created in ten minutes. I was amazed by how easy it is to create such a deep effect. The second image is my attempt to do it in 3ds 2012/vray 2.0 again same setup 1 light,1 plane, 1 camera. I was having a bit of trouble so I am just going for the First layer of cracks in the wall for now. basic vray material. I apply, VrayDisplacementMod, 2d mapping, set displacement depth and render. Now, what I notice: The quality and speed is so much lower with vray surprisingly. I am sure I am doing something wrong. (Btw I also tried playing around with different GI settings etc.) for one, in the vray version, there are many artifacts visible, and this is at the minimum after i bumped up texture sampling resolutions etc... especially if i zoom in the quality gets lower (does this have to do something with the quality of the base procedural cellular map?) second, in modo rendering time is 36 seconds. in vray 7 Minutes ! I am also sharing the 3ds scene , and vray settings if someone could help ? The reason i am interested in using vray is because I like the high quality of the outdoor renderings and I would like to use such a material for an architectural project I am working on ... Any comment would be highly apprecieted. Thanks !
  5. I just posted this tutorial today. http://www.renderededge.com/ tips, comments, critiques welcome. Thanks
  6. I just posted to my blog. Tips, comments, critiques welcome. http://www.renderededge.com/ Thanks!
  7. Image rendering by Samuel Zeller Acropora is a procedural voxel modeler for creating complex, organic mesh topologies that are useful for all types of 3D modeling applications. Acropora incorporates some of the latest advances in voxel modeling technology. Acropora combines volumetric modifiers with multi-octave 3D noise sampling to generate detailed surfaces in far less time than conventional surface modeling software. Acropora adopts a less deterministic approach to generating complex, organic shapes by applying a series of modifiers on large voxelized meshes. The effect is to create an endless, seamless expanse of surface that undulates and changes in a natural way. The resulting meshes contain caves, ridges, overhangs and other natural features that are not possible with height maps. Features include: Voxelisation of user imported models Wide selection of geometric primitives Over 60+ modifiers (geometric, warp, filter, terrain, misc) Generation of up to 15 octaves of user definable noise based on volumetric, Perlin and fractal noise models. Spline-controlled lofts and extrusions. Voxel carving tools Export to multiple mesh formats (.FBX, .3DS, .OBJ, .DAE, .DXF) Export of voxel spaces (full or RLE encoded) Image rendering by Ron Bednar Procedural terrain modeler Voxelisation and modification of user-imported meshes: Check out the new samples here Check out the videos of the new features here. Check out the gallery here. Check out the new tutorials on YouTube here. http://www.voxelogic.com
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