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Found 25 results

  1. https://youtu.be/4T_OR5X02yQ?si=iFpQ_3zIddTPghmg One-Click Materials is a plugin that integrates directly with ShareTextures.com, allowing you to effortlessly download and apply our high-quality PBR textures without leaving the Unreal Engine environment. Features: Direct Integration: Access ShareTextures’ extensive library of over 1,450 textures right within Unreal Engine. Constantly Updated: Enjoy a library that grows with new textures added regularly. Multiple Resolutions: Choose from 1K, 2K, or 4K resolution options for each material, giving you the flexibility to match your project’s needs. User-Friendly Interface: Easily browse and select textures with a simple, intuitive interface. Unreal Engine Naming Conventions: Material & Texture names are automatically adjusted to fit Unreal Engine’s naming conventions. Marketplace Page
  2. Free small-sized texture samples ready for use. If anyone needs larger files, they can be downloaded using the link. Fantastic textures for your digital art work. 20 high-quality seamless tiling ash wood texture jpeg files. 20 different styled backgrounds with vertical across, landscape horizontal along and isometric wood fibers direction. Samples dimension: 1160 × 772 px, Original pack dimension: 8000 × 4000 px Textures.World Review: https://textures.world/wood/20-ash-wood-textures/ ~ Thank you & Enjoy using ~
  3. Hi everybody, I am having a real problem finding some wallpaper textures for a bathroom that I am doing for a client. Can anybody point me in the right direction as to where I can find wallpaper textures from wallpaper companies that can be used in archviz projects and that are generally seamless? I don't want to violate any copyrights and the sample that I have been given is very specific (it's an image from a magazine). I have tried a Google Image search and others to find something similar, but no success. So I think my only recourse is wallpaper manufacturers, but I don't know how to go about it. Anybody with experience in this area, I would greatly appreciate your help! Here in the attachments is the image from the magazine that my client sent me.
  4. Hello Everyone ??? I hope you're Well and staying Safe! Check out this New in-depth step-by-step tutorial taking users through the amazing process of using the Proxy Textures plug-in with 3ds Max, to automatically manage and deploy custom texture files without losing quality; while achieving decent final results in minutes. Download Files: https://jamiecardoso-mentalray.blogspot.com/2020/05/proxy-textures-with-3ds-max.html Users are taken through key parameters such as, Restore Original textures, Use Original Textures on Render, Force Power of 2, Process Textures, and much more. These cutting edge automated functions can be used on a massive scale, or/and on individual objects/textures. I really hope you find the tutorial useful, like and share it. Ta Jamie
  5. PROXY TEXTURES 3dsMax Plugin Quickly Optimize your Textures for Viewport Performance and Fast Rendering! Proxy Textures automatically creates low resolution versions of your textures, to speed up your work on heavily loaded scenes. The plugin temporarily reduces the size of your textures, resulting in lower memory consumption and better viewport performance. You can set it to use the original textures only at render time, to work faster. You can also use it to reduce unnecessarily big textures, like the ones that are far from camera, to speed up your renders. If you need to make small render previews or tests, you can easily downsize and optimize all textures accordingly, to accelerate your renders. Proxy Textures lets you convert multiple texture files to JPG/PNG formats. You can choose either to process all bitmaps in scene at once, or to work only with the materials in selected objects. This tool is very simple to use and really powerful! Smartly optimize your complex scenes, with loads of high resolution textures, and make them lightweight and easy to manipulate. This is a commercial script for Autodesk 3ds Max 2015 and higher. Website: http://www.splinedynamics.com/proxy-textures/
  6. 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
  7. Hello everyone I'm dan. I work as a 3d artist in a architectural office. My main tools are Cinema4d, vray and photoshop. Over a year ago i founded a website to share cinema4d models (vrayforc4d). The website has grown and over the time we added more resources like textures, music and more. So please have a look at www.architwister.com Have a nice day!
  8. Hey guys, I've been looking through the forums for a similar issue but haven't found anything similar yet so I came to ask for help. I set up an interior scene with a dusk environment and somewhere along the way this weird thing started happening, on one of the boxes I have set up for one of the walls on the lower part a horizontal line appears independent of if I have lighting turned on or off. The only thing I've noticed is that it disappears when I have all other models for furniture etc. hidden So far I don't think it's a geometry problem since I have tried changing the box for a different one and I have tried different materials; I do have to mention that this issue is only happening with this particular corner of the scene with this particular box. I attached some unfinished test renders of a close up of the particular corner. Test One is a render with only basic geometry for walls, floor, roof and windows on. Test Two is a render with everything on except for lighting. I've been trying to figure this one out for a couple of hours now but for the sake of me haven't been able to solve it so any help is greatly appreciated. As extra info I'm running Max 2016 with vray 3.20 on windows 10
  9. Hey guys, how are you today? So, a client of mine asked me to do a stone filled patch of garden like the one on this picture. I've searched countless sites for the texture, but none can offer something like what I'm looking for... Does anyone has a texture or a tip on how to model this kind of stone filled garden?:confused:
  10. godzycabari

    Textures.

    Hi guys, i'm sorry if this has been discussed here, but i didn't find any decent info on that topic, besides photoshop tutorials, which are not exactly what i want. So my question is about textures like on this site: http://www.extremetextures.com/ Can anyone explain or tell me, that technique is used for creating textures like that, i mean do they scan in the wood, do they photograph it or just draw it ? Thanks in advance.
  11. Hi! Im new here, so sorry if this have been discussed before. Im looking for a simple way to make my materials look more dirty and realistic. I have several materials with opacity which I would like to "stack" on top of for example a concete wall. Only solution I found is angeled blend and it kind of works, but I would love to add more layers. Any good ideas or maybe this is just a beginner question. Anyway would love to get some input. Rhino 5 and Vray 1.5and something.
  12. Hey All, There is a new texture/hdri resource: http://www.episcura.com We have thousands of seamless images, lots of HDRI and some stock photography. A free account is 15/mb per day. Check us out at http://www.episcura.com Also we have a free bandwidth page that doesn't require sign up or login. http://episcura.com/p/370_a9a6af48 Always eager to hear feedback. Let us know what you think! Thanks! Christian Day
  13. Hi, for a couple of years I've been trying to use the tiling facility with textures on geometry instead of UVW mapping, as it's handy when requiring two levels of mapping to the same object, here begins my trouble. The tiling works on basic geometry, boxes etc. but not on anything that has an edit poly modifier attached or has been converted to edit poly. Also it does not work on lines that have been extruded to create 3D geometry. By the way I am clicking 'Show Shaded Material In Viewport' The reason it's so important is because I'm producing lots of houses in different models and at the moment I'm having to write down the UVW parameters so all the textures are the same model to model, if the tiling worked the mapping would be embedded in the material. I know how to add two levels of UVW mapping but tiling would be easier. For those of you in the know Austris Cingulis uses this technique all the time and there is no better!. Many thanks guys.
  14. Hi there, I have been trying to find out a way to calculate the minimum image sizes that you can use for rendering when it comes to textures and materials. I am thinking that it would be great to use the smallest size possible without loosing any information/pixels from the images. 1. What are your takes on this? Do you usually go for as big as possible to increase quality, or do you scale down images for its purposes depending on how big the rendering will be, and in that case, how do you calculate it? 2. Another related question is what format of the pictures you use, jpg, png, tiff etc, what are the pros and cons for these? When I save images for my homepage for an example I always save them for web, meaning compressing them into MUCH smaller jpg. Is this a workflow that is suitable for rendering as well, when you are not supposed to print the renderings? A lot of questions, and I am very new to this area, love it and will try to get as good as I can creating professional renderings. Appreciate all help, Fredrik
  15. Anyone got some tried and tested values for a realistic basic standard 20th century red brick? I'm applying settings, with a reasonably good grasp of V-Ray shader settings, however I really haven't nailed a satisfying brick shader yet! ...I'm mean I can do an okay one but... Specifically I'm referring to values related to IOR, reflectivity, glossiness, bump, displacement, and output node, and map values. Getting a small amount of reflectivity and varying amount of glossiness, is where I'm struggling at the moment. Obviously, basic brick is very diffuse, however, everything has some reflectivity, and getting the balance just right may be more to do with the lighting scenario. I have an HDRI and a V-Ray Sun working together, but perhaps I need more foliage etc to bounce light off (onto the walls). Tried and tested values would be a useful guide in the right direction. C'mon guys, how do you set up your brick shader?! btw - this is just a work in progress so please ignore the unfinished scene; placeholder materials, mapping, etc.
  16. Let me share this problem that is driving me nuts these days. I am using 3dsMax2014 & Vray 3.00.03 I have this scene which is using a Multi/Sub-Object material for each building block, with each texture/material showing ok on each material ID of the object: Now I wanted to add a "dirt effect" to the material using VrayBlendMtl, and then the multiple bitmaps does not display in viewports (just one, regardless of material IDs): I tried using other similar kind of materials (standard Blend, Shell, Shellac, etc) and the result is always the same: after mixing the Multi/Sub-Object material with other materials (either max standards or vray's) the ability to show several textures on the viewports is lost, and trying to activate each map just shows it for the entire object without using the proper Material ID's of each face: This is a scene with 8 full blocks with several dozens of buildings, hundreds of materials/maps and 60+ Millions of polys... so this problem makes the scene a lot less understandable in the viewports when working with it. Any ideas how to fix this?
  17. I want to say thank you to CGTEXTURES.COM for release my biiig pack of skies textures (100 skies - blue, puffy clouds etc). It should be helpful for matte painters, archi visualisations and all other digital artists:) Sorry for middle-resolution images (3872x2592) but i have only old digital camera made in 2006 year. Maybe next time i'll try to borrow some better digital camera from my friends. Like always - all stuff free for private and commercial project:) Kind regards Krzysztof Czerwiński
  18. HDRI Hub wishes everyone a happy new year. To get a good start in 2013 we have a special offer to you all: We give you a 30% discount on all our HDRI skies and texture maps! This is a time limited promotion that will end on January 31, 2013. Use the promotion code "JAN-2013" during the checkout. Notice: This sales promotion can not be combined with other promotions. http://www.hdri-hub.com/january-2013-discount HDRI Hub is a producer of high quality and high resolution HDRI environments and architectural textures. http://www.hdri-hub.com http://www.facebook.com/hdrihub
  19. Detailed Description of Request: The way that 3DS Max handles external maps and textures currently is via a standard pathing system. When you save a scene or material library, a reference to any external assets are stored inside of that file. When you re-open that file, 3DS max follows a "search order" as described here: http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-BD426294-329E-48D2-AB34-8982E63E2FA0.htm,topicNumber=d30e572870 For a quick breakdown, basically 3DS Max locates maps in the following order: 1. The path saved with the file. 2. The directory of the current scene. 3. The paths listed in the External Files panel, starting at the top of the list. 4. Every subdirectory under the directory of the current scene. While this search logic can work well for scenes and projects, it does not effectively translate well for artists who are looking to create and maintain a centralized database of materials, nor does it synergize particularly well with the creative process. Creating the actual .mat file is a no-brainer. You simply create your material and then save out a material library in slate. Problems can start to arise when you perform any of the following: 1. Reorganize directories of textures on disk, effectively breaking the pathing saved with the material library. 2. Sending your material library to other people (who have different file structures) A lot of tedious solutions to this have been accepted as "best practice," despite not being terribly efficient in the first place: 1. Creating and appending unique IDs to any maps that are used in your material library so that the filename is unique from any other file, and adding this new path to your external path configuration. 2. Never, ever, ever (ever) changing the folder structure of your external asset libraries on disk/server. What I am proposing is a more intuitive way to create and maintain material libraries that don't involve a series of tedious steps to ensure they don't break when the structure of your actual HD changes, or when you share files. These solutions are: 1. The ability to "commit" and embed actual images inside of any material library that you create inside of slate, effectively internalizing all map dependencies to a single file. If you want to send a library of materials to someone - you simply send them a .mat file. Done. I envision from a technical standpoint that this could be accomplished easily with zip compression and relative pathing. No renaming a ton of files to prep for archival. No pathing woes. No more broken references. 2. If the above is technically infeasible for whatever reason (I can't possibly see how), I can think of an alternative approach that would still be lightyears ahead of the current implementation. Allow the user to set a "master" map path on a per .mat file basis that would be prioritized first during the search order described at the beginning of this post when max tries to locate maps for your material library. This would allow users to relink all broken maps for any given material library by simply pasting a single directory where all relevant material textures and maps are located. Some of you might be quick to point out that you can already do this by adding this directory to your external path configuration, but this would really just be an incomplete solution. By doing this you still expose your material library to potential naming conflicts (woood302044.jpg however unlikely, may also exist in another material library, and get loaded instead). With this approach, you ensure that the correct maps for any given material library are actually loaded, irrespective of their file name. 3. If the second implementation was chosen above, a new feature would also need to be introduced similar to the resource collector that currently exists for projects/scenes, allowing you to collect and save all maps common to a material library in a directory of your choosing. This would allow users to archive material assets a hell of a lot more quickly and efficiently. Request Summary: Irrespective of the suggested implementations above, I want to underline that the basis of this feature request is to empower users to create and archive powerful material libraries without the tedium and file management nuances inherent to 3DS Max's pathing logic. I think more people would make use of this feature, reuse materials, share materials, and otherwise become more efficient with material creation if a system like this existed. Why this feature is important to me: As a creative professional, I dislike when technology forces me through several tedious processes just to ensure that my assets load correctly. Uniquely renaming hundreds of files and discouraging me from reorganizing my HD because of pathing interrupts my creative process and discourages me from using what could be an amazing feature, all together. Screenshot of proposed feature: Thanks!
  20. I would like introduce a new website: 3D Models and textures: http://3dmodelsobjects.com. This is a bank of high quality 3D objects for use in decoration, architecture, video games etc.. We present a multitude of objects, scenes, textures and images in various formats for download. For a few weeks you can find free download objects in addition to premium pay items.
  21. Hey guys, I have a problem with a scene, looks like the wireframe is spotted on my geometry, very subtle, but I can notice it. Here I leave a crop from the image so you guys can see what I'm talking about. It's very subtle, you can notice it subdividing quads in triangles, and over those columns. I really don't know what is it, never happened to me, if someone has a solution, please advice. Thanks.
  22. Anyone know any good bark texture Libraries? I have some foreground trees I really need to make look photo-real. Thanks
  23. Hello i am very new to all this so i need some help please I am trying to create the glass material with the metal stripes on it, I cant get the stripes metal color and the glass transparent... Do i have to create 2 layers one for glass and another somehow with the stripes and transparent background but i dont know how to do this? o there is another way? I hope somebody will read my post and will help me thank you so much
  24. Here are some renders with me playing with some textures. I've made a standard scene withs some planes, sphere primitives, and a plant pot I lathed from a spline I quickly dragged out. Using Max 2009, a Daylight System and an AO render pass comped in Photoshop. The 2nd image uses a dirt mask in a blend material, so it looks like some bricks are showing through some old plaster. I didn't tile the dirt mask but DID tile the plaster and the brick textures - I was trying to help break up the tiling effect. The next image is another stone wall (with a blend disrt mask), wooden floor, and different material for the pot & spheres. The nextimage has a cobblestone road, stone wall with a dirt blend, with a JPG that I made in photoshop (the marble texture). It's nice and big and can handle close-ups & big renders. I've include the AO render to show the basic mesh. Any C&C is appreciated and welcomed. Good textures (and lighting) is what makes a scene and I'm trying to improve my skill in this area.
  25. I've been wondering how to do this for a while and all of the sudden it would come in very handy: I'm taking over a 3ds max file from a disorganized friend who has all the texture files in different places on their computer (and there's A LOT of them). Does anyone know a simple way to organize all the files (kind of like iTunes), or put them all in the same place (like Maxwell Render) so that I could open up the file on my computer and not have a 1000 missing textures? Thanks in advance!
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