Terri Brown Posted July 24, 2015 Share Posted July 24, 2015 Hi guys, I was wondering if you clever people out there could help me. My client is very specific and wants THIS rug: Please can someone suggest the best method of approaching it? The threads are very short and soft...I tried with Forest Pro but I think that works better with longer shag rugs. Unless I'm missing something? What I want is the threads to be combed in different directions to achieve that nice soft differentiation between patches. Tried a displacement map too, but think my map must have been a bit rubbish. Not sure if a texture alone will cut it? And what falloff settings would you recommend for the texture itself? Thanks a mil guys! It's the one thing in this project that is driving me bananas. Terri Link to comment Share on other sites More sharing options...
Nicolai Bongard Posted July 24, 2015 Share Posted July 24, 2015 Id say stick to forest pack. You need some threads that are not pressed flat and some that are. Then perhaps use a black and white version of your rug texture to distribute your flat threads, and then you make another forest item with the not so flat threads and set it to not make threads where the other forest object have spawned the flat threads. I think it is under the area tab. You may also have to up the density of the forest objects so that you get good coverage. Also you may have to turn off collisions or reduse them within the forest objects, it is better to have the threads intersect than to get areas that are not covered. Link to comment Share on other sites More sharing options...
Terri Brown Posted July 24, 2015 Author Share Posted July 24, 2015 Great thanks Nicolai, Will try with Forest Pro again. Hopefully post results soon! Link to comment Share on other sites More sharing options...
Smile of Fury Posted July 24, 2015 Share Posted July 24, 2015 Viscorbel to the rescue again... http://viscorbel.com/rugs-and-carpets-3ds-max-vray-tutorial/ Link to comment Share on other sites More sharing options...
Terri Brown Posted July 24, 2015 Author Share Posted July 24, 2015 Yeah I've seen that tut before, thanks Ben, but for this particular rug I needed very specific settings. I've used that tut as a reference for shag rugs though - it's really great. But maybe I should watch the vids again - refresh my memory. Link to comment Share on other sites More sharing options...
Terri Brown Posted July 25, 2015 Author Share Posted July 25, 2015 Watched the viscorbel vids again but it doesn't give me exactly what I want. I think i'll really have to play around with forest pro and the direction the threads lie down in to get that patchy combed feel. Link to comment Share on other sites More sharing options...
CliveG Posted July 26, 2015 Share Posted July 26, 2015 Have a look at this thread, it may help... http://forums.cgarchitect.com/77120-help-creating-photorealistic-carpet.html My thoughts are that unless this is going to be viewed very close up, that a couple of good quality maps blended are all you need to get this effect. Anyway I think that thread looks at a variety of options other than forest pack. Link to comment Share on other sites More sharing options...
Chris MacDonald Posted July 26, 2015 Share Posted July 26, 2015 Just off the top of my head, the "patterns" in that rug are created because the pile is brushed in one direction or another, catching the light differently. If you were to model a small section of carpet pile that was brushed in a direction and scattered that using forest pro or multiscatter, you could control the rotation using a map. This has worked for me before when creating mown stripes in grass. Sent from my HTC One using Tapatalk Link to comment Share on other sites More sharing options...
dantevargas Posted July 26, 2015 Share Posted July 26, 2015 Adán Martin has three video tutorials showcasing three different ways to make rugs, the hair & fur one he does look like it can be combed closely to what you need. It's in spanish but easy to follow anyway: Link to comment Share on other sites More sharing options...
Terri Brown Posted July 27, 2015 Author Share Posted July 27, 2015 Just off the top of my head, the "patterns" in that rug are created because the pile is brushed in one direction or another, catching the light differently./QUOTE] Yes Chris that's exactly it. I was trying to get the pile brushed in different directions to catch the light, but it's true what you say - I hadn't thought about scattering a patch instead of individual threads. It's been a crazy deadline and I am verrrry tired! Link to comment Share on other sites More sharing options...
Terri Brown Posted September 4, 2015 Author Share Posted September 4, 2015 (edited) Hi guys, Thought I would post a render of the finished carpet. In the end I went with the Vray Hair & Fur modifier. Lots of control and I found it the easiest way to get the pile lying in different directions and hence catching the light like so: It's all about clumping, it seems! Well, it may not have been exaaaaactly what I wanted, but the client was happy. So voila Thanks for all the tips Edited September 4, 2015 by terribrown Link to comment Share on other sites More sharing options...
Rich O Posted September 4, 2015 Share Posted September 4, 2015 That looks really good. Also really like the lighting in the one shoeing the bath, it's matched perfectly to the backplate Link to comment Share on other sites More sharing options...
Terri Brown Posted September 5, 2015 Author Share Posted September 5, 2015 Thanks Richard, I had to flip the sea over to get it to match, but it worked out in the end. I try do as much in 3D so that I don't have to fix those kind of things in post later. The bush behind the desk is 3D. Link to comment Share on other sites More sharing options...
Nic H Posted September 5, 2015 Share Posted September 5, 2015 well done, the rug looks excellent! Link to comment Share on other sites More sharing options...
Msamir Posted September 6, 2015 Share Posted September 6, 2015 This looks very nice indeed, could you explain how you achieved this look with vrayfur ? Link to comment Share on other sites More sharing options...
Terri Brown Posted September 6, 2015 Author Share Posted September 6, 2015 Sure Mazen. Here's a screen grab of the main settings which I found influenced the rug the most: I played with the clumping parameters quite a bit. That's what gives it the effect of catching the light in different ways. You can see what works best for you. Because my client was very specific and wanted the least pile possible, I brought the general scale down all the way to 2. However I did thicken the root and tip to give it a woolier, thick pile appearance. I found with this option you also need less hair count. However, that said, I do think the settings may vary. In each room in the project that had a similar rug I did make small adjustments. It depends how close you are, how large your rug is etc. Because the hair count can tend to chow your memory I would suggest starting with the least amount possible, and if you feel it's not enough to slowly add. The further you are from your rug the lower your hair count can be. For my birdseye view I set it at 30000 only and it was enough. Also if you are using VRay don't forget to change your rendering option in the Effects panel to either 'geometry' (if you want the material affected by a map), or 'mr prim' if you want to use the material settings in the actual modifier (which I found rendered very nice results too - just switch off 'tip fade' which also eats render times like mad'). I had geometry selected here, although IMHO you don't see the map very well at all (it was too faded out I think). That's it! I did initially play with the styling tools, but because my threads were so short it tended to flatten them down too much. The best is to play around and have fun. It's a very versatile modifier and I'll definitely be using it again. Check out Viscorbel's tut on it too: http://viscorbel.com/rugs-and-carpets-3ds-max-vray-tutorial/ Post any results you may have. I'm sure everyone out there is keen to learn too. Link to comment Share on other sites More sharing options...
Rich O Posted September 9, 2015 Share Posted September 9, 2015 (edited) I see you used Max's own hair & fur system as opposed to V-ray's. Was there a particular reason for that choice or just familiarity? I've never actually tried Max's myself, only ever used V-ray's, so interested to hear thoughts EDIT: ah I see Max's hair & fur offers a bit more control over styling & clumping possibly Edited September 9, 2015 by Richard7666 Link to comment Share on other sites More sharing options...
Msamir Posted September 9, 2015 Share Posted September 9, 2015 Thanks allot Terri for this tutorial. Link to comment Share on other sites More sharing options...
Terri Brown Posted September 10, 2015 Author Share Posted September 10, 2015 I see you used Max's own hair & fur system as opposed to V-ray's. Was there a particular reason for that choice or just familiarity? I've never actually tried Max's myself, only ever used V-ray's, so interested to hear thoughts EDIT: ah I see Max's hair & fur offers a bit more control over styling & clumping possibly Yes Richard, that's exactly it. I found Vray's fur very limited in comparison. The styling tools in Max's fur are also great - especially with longer threads. Link to comment Share on other sites More sharing options...
aristocratic3d Posted September 11, 2015 Share Posted September 11, 2015 http://www.turbosquid.com/3d-models/3d-velvet-seats/951843 You may take a look at this model. it has this material I think. all you need to do is to increase the bump value. Link to comment Share on other sites More sharing options...
zoeyzhao1 Posted September 12, 2015 Share Posted September 12, 2015 Great source Link to comment Share on other sites More sharing options...
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