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Unique Pattern creation


Terri Brown
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Hello dear cg community,

 

I am in need of picking your brain. I have these glass fins I need to replicate in vray next (3ds max). The relief pattern on them is pretty prominent, and I would like to create a normal and displacement map for closeups instead of just a simple bump map. With the great new features inside Quixel Mixer I was hoping to use that - but it seems like there is no transform option for patterns on the latest version (besides a circular transform which doesn't help).

 

I tried various filters in photoshop. No luck.

 

Now I'm wondering if it's not best to deform some geometry in max itself and then bring that map into mixer to generate normals...seems long winded :confused: (https://bertrand-benoit.com/blog/frank-gehry-style-titanium-scales/)

 

To be honest I'm a bit stumped.

 

Anyone have any suggestions?

 

Much appreciated,

Terri

 

glass fins 02.JPG

glass fins.jpg

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Have you tried the vray bump2normal map? Or is there a reason you cannot use it?

 

https://docs.chaosgroup.com/display/VRAY4MAX/VRayBump2Normal

 

The wave pattern could be created with some bercon noises/regular noise/wave maps that are stretched a bit (adjust tiling in one direction), plugged into a vray color2bump -> vraybump2normal -> vray normalmap -> bump slot of material. Remember to do an inverted bump for the backside of the glass.

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Well, a different approach for this for sure, one could create those shapes on a 3d software and then bake out normal maps, Bertrand workflow could do or just a regular baking process too.

You could create those patterns in ZBrush, MODO or BLender and get the 16 Bits normals from there.

You could also create something using Substance designer.

 

Now to clarify, Normal map is flake displacement, it just bends pixels or camera ray to pretend bumpiness, Displacement map will actually deform the geometry.

For any Glass effect, I always try to build the glass the way it would be in real life, sometimes with 3 panels of glass or 'edgin' one face.

In your case, one face of that glass has that bumpiness so I would rather go with a displacement effect.

The map could be created in different ways as mentioned earlier.

Even a simple noise shader inside 3D Max with very clamping values could create something similar. But your output should be a displacement map.

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