Dave Bond Posted December 1, 2003 Share Posted December 1, 2003 I am having trouble setting up a shader/materialto represent split-faced cmu that is gray and rose colored...Anyone care to guide me on this one?Thanks!!! Dave Link to comment Share on other sites More sharing options...
STRAT Posted December 2, 2003 Share Posted December 2, 2003 well, how about show us a piccy of exactly what yuo mean, and tell us what rendering software you're using? Link to comment Share on other sites More sharing options...
IC Posted December 2, 2003 Share Posted December 2, 2003 I always tackle that one with images. Try a search on the manufacturer's website or just a general google search for decent split faced stone texture jpegs. Then alter the colour to suit in Photoshop or whatever and create a bump map over the original image. You can also use the bump image as an alpha map for mortar. Use a large amount of bump(to echo Strat, it would be helpful to know what software you use) and layer various Procedurals/Images over the stone to get the colours and textures you want. I did this in about five minutes after reading your post: Link to comment Share on other sites More sharing options...
smoke3dstudio Posted December 2, 2003 Share Posted December 2, 2003 I think finding a right bitmap is the best way but if you have to create on your own and if you use 3dmax, I have a few ways to recommend. 1. create 2 black and white bitmaps in photoshop and follow the chart below. I use 2 layers of mix map on the diffuse. 2. if you don't want to create any map in other programs. Just let 3dsmax do it all the way but the result will not be as good as using bitmap. I use a few layers of brick mixing with gradient ramp. It's quite complicate and if you want this matlib, I can send you personally. Just drop your email here. Link to comment Share on other sites More sharing options...
Dave Bond Posted December 2, 2003 Author Share Posted December 2, 2003 Well...IC's pic is almost what I am looking for,except for the fact I am needing a running bond,8 inch cmu format..otherwise his color andtexture is right on. I am using VIZ 4.2 withs/pak2 and I have VRAY at my disposal also. Iam struggling with VRAY right now and will haveto determine if time will allow me to complicatethe matter more trying to learn even more software. Thanks for the help fellas!! Dave Link to comment Share on other sites More sharing options...
mbr Posted December 2, 2003 Share Posted December 2, 2003 I didn't go searching through the site, but Acme Brick has a nice brick maker program that will generate high res jpegs of any pattern/color combo that they offer. It was really handy for me and gave me EXACTLY what the clients wanted. Take a look, there should be something exactly like what you want, just mess around with the program and you'll figure it out.A great resource for brick (and much better than any standard textures I've seen). I believe that they tile, but double check. Link to comment Share on other sites More sharing options...
John Dollus Posted December 2, 2003 Share Posted December 2, 2003 There is a split face cmu texture that ships with Max. It is a good starting point but needs some photoshop work before you use it. Make a bump map with it by tweaking the levels. You can add rose flecks by doign a quick replace color operation in photoshop. Link to comment Share on other sites More sharing options...
William Alexander Posted December 2, 2003 Share Posted December 2, 2003 Dave, Try the RGB Multiply or Tint. Use your map in a mix or composite. You can obviously use a mask to not color the mortar jionts. I recently created a split face limestome map from a picture. But I usally go a step farther than just using the picture. I select and vary the individual units and make my own wall. This allows for deeper bump mapping by painting in jionts, and "adjustments". Not to mention real good control over repeating, however a bit challenging. Take a look if you'd like at the finished image. http://www.cgarchitect.com/forum/filepush.asp?file=LxCamMatch1.jpg rgrds wda Link to comment Share on other sites More sharing options...
Dave Bond Posted December 3, 2003 Author Share Posted December 3, 2003 here's a pic of what I am after...except for the fact that it will be showing from quite a distance. http://www.cgarchitect.com/forum/filepush.asp?file=tempsf.jpg Here's kinda the scale I will see in the final rendering: http://www.cgarchitect.com/forum/filepush.asp?file=sface.jpg Link to comment Share on other sites More sharing options...
William Alexander Posted December 3, 2003 Share Posted December 3, 2003 Dave, Is this what your after? Sorry, may have gone a little mark up crazy :angeuhoh: http://www.cgarchitect.com/forum/filepush.asp?file=Bond.jpg Very similar to IC's approach. Used your tempsf.jpg, cropped in viz, created brick prociedural map for enhanced joints, composited the two together. Had to have 2 seperate map channnels for each. The tempsf running bond does not align with procedural brick. The pink tone came from using procedural brick as mask to RGB Multiply map. This is then mixed with the composite. As to the shader aspects- oren-nayer-blinn and using the roughness control with a map adds some subtle changes. Real quick about 10 minutes to set up adjust and check. With room for greater adjustment. Hope this is helpful. rgrdsWDA Link to comment Share on other sites More sharing options...
Dave Bond Posted December 3, 2003 Author Share Posted December 3, 2003 Thanks so much everyone for the great responses.Wow this texturing is complicated...at least to me. WDA - YES!!! Thats what I am after! Now if Ican just try to figure out what you did! Nicescreen grab ya did for me! Ya lost me though when you talked about:"Used your tempsf.jpg, cropped in viz, created brick prociedural map for enhanced joints, composited the two together. Had to have 2 seperate map channnels for each. The tempsf running bond does not align with procedural brick."cropped in viz?...did i miss sumthin' Didn't know I could photo edit in VIZ?How do I introduce a little more face disturbancewith it....A little rougher surface is ok by me! On another note WDA....I see you hail from Waukeshau, Wi. - I was born there 40 years agoand still a cheesehead by heart!! Thanks again! Dave Link to comment Share on other sites More sharing options...
IC Posted December 4, 2003 Share Posted December 4, 2003 Sorry Dave, Don't know why I assumed you wanted random coursing. For standard 8 inch stonework, I'd use something like the following combination for bump: + The ashlarbump map can be also be used as an alpha to keep the second bump map out of the mortar and the various procedurals used to make up the specific colours in and out of the mortar where required. Cheers, Iain [ December 04, 2003, 05:32 AM: Message edited by: IC ] Link to comment Share on other sites More sharing options...
William Alexander Posted December 4, 2003 Share Posted December 4, 2003 Dave, I'm working on a better description of what I did and how to go about it. I try to respond briefly. That is with out writing a book. But my left brain does not always communicate with my right. Or is it the other way around? Or has 4 decades of living in the Waukesha area taken thier toll? Per your side note, I sent a private message. CheersWDA Link to comment Share on other sites More sharing options...
William Alexander Posted December 4, 2003 Share Posted December 4, 2003 Dave, Try this link. It explains the cropping function as the start of the material tree. Also gives a schematic of the basic material. If you would like me to continue let me know. Material Explaination rgrds WDA Link to comment Share on other sites More sharing options...
Ras Posted December 5, 2003 Share Posted December 5, 2003 Hi William ... I would really like to hear more! Since I usually don´t make my textures with many layers so there are a few things I don´t get... You are using a bitmap for color#2 - the filepush.jpg -right? The brick mask you use to mask the noise from the mortar... how do you fit it to the mortar in the filepush image? - and why use a bitmap with mortar in it at all - and not another noisemap instead? I´m sure there is perfect sense in it and I´m just not getting it... Link to comment Share on other sites More sharing options...
William Alexander Posted December 5, 2003 Share Posted December 5, 2003 Ras, I'll keep adding to this link. Its taken me a while to understand the ordering of the material tree. Masking the correct materials and so on. I found that sketching out the order, like a transparency or acetate, helps the 3D part of the brain connect with the logical part. Phsycology 101? That's why I posted the link. Try to help others and hammer home in mind how it works. rgrds WDA Link to comment Share on other sites More sharing options...
Ras Posted December 5, 2003 Share Posted December 5, 2003 Great - looking forward to it! Link to comment Share on other sites More sharing options...
William Alexander Posted December 5, 2003 Share Posted December 5, 2003 Hey Ras, Updated the -now called Splitface Block Study-Offered a description of the material being created and why "I" use/d the image map as a base map. I have had the un/fortunate denpending upon your view, of both laying this evil block and snow removal of commercial property(lots of splitface). A great way to study lighting effects on material... night/artificial-dusk-daylight-shadow-global illumination. LOL SplitFace Study rgrds WDA Link to comment Share on other sites More sharing options...
Ras Posted December 5, 2003 Share Posted December 5, 2003 Hi William Right... So as I understand it you are using the bitmap to avoid the fakeness and ressource consumption (when processing) of a procedural?!? I understand the color#1 and #2 now I think. So how do you avoid tiling effects and align the bitmap with the procedural brick mask? Oh - and I´d also like to hear about your UVW mapping... Thanks for the tut! Link to comment Share on other sites More sharing options...
William Alexander Posted December 5, 2003 Share Posted December 5, 2003 Ras, I meant to say, using procedural materials in place of image maps, can save resources. I'll check my wording and grammar. I suppose there are two possible issues with tiling here. #1. The repeating design colors tones ect. This tiling issue can be addressed in two ways. The first of course is photoshop. Cut copy paste, flip rotate, contrast hue saturation individual slections of block. The second would be noise added to the image map, at the image map level- blurring, tiling and so on. One of the more popular ways to hide the repeating of grass image maps. However the bump, diffuse, roughness, specular mapping used to create the image "wall and inset close up" (in the link) really cover up this tiling issue. Even if there is some tiling left, there really is some consistancy to splitface CMU as a general rule. Mechanical results i.e. machining splitting and forming. #2. Matching mortar joints. This is the UVW mod's job. I'll get that in the study. Just uploaded SF Study Continued Cheers WDA Link to comment Share on other sites More sharing options...
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