Tue, Dec 24, 8:59 PM CST

Renderosity Forums / Bryce



Welcome to the Bryce Forum

Forum Moderators: TheBryster

Bryce F.A.Q (Last Updated: 2024 Nov 26 4:28 pm)

[Gallery]     [Tutorials]


THE PLACE FOR ALL THINGS BRYCE - GOT A PROBLEM? YOU'VE COME TO THE RIGHT PLACE


Subject: Question to make a gritty floor


Death_at_Midnight ( ) posted Fri, 02 March 2007 at 10:37 AM · edited Tue, 24 December 2024 at 8:56 PM

file_370472.jpg

Greetings everyone. What's a good way to make a slightly gritty floor?

Included is a prototype render. The rocks in front of the lantern shall be removed, i think. The floor is too clean. Recommendations?


AgentSmith ( ) posted Fri, 02 March 2007 at 10:55 AM

Most control - use an image texture, and layer on top of that a "dirt map", basically a texture that has been desaturated and contrasted up to be just basic values of gray.

Trickier - if you go with a Bryce procedural DTE .mat...I normally will take a bead over from my Diffusion (in the Value row) into an open channel, and try to choose a texture that will dirty it up. But, like I said, trickier.

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


TheBryster ( ) posted Fri, 02 March 2007 at 2:08 PM
Forum Moderator Online Now!

*Recommendations?

*Way too dark here...........:unsure:

Available on Amazon for the Kindle E-Reader

All the Woes of a World by Jonathan Icknield aka The Bryster


And in my final hours - I would cling rather to the tattooed hand of kindness - than the unblemished hand of hate...


Death_at_Midnight ( ) posted Fri, 02 March 2007 at 2:30 PM

Agent Smith, Thanks!!  I've been experimenting with the two techniques you've mentioned and have learned some interesting stuff in the process. Now I have ideas for other projects. Thanks!


Death_at_Midnight ( ) posted Fri, 02 March 2007 at 2:37 PM

Bryster, yes, I am thinking that too. It is fairly dark. I am testing other options, mostly with the materials for the floor and the walls, attempting to fix them up so they will look better if there's more light. I'm also trying to soften the hard shadows coming from the sphere-light in the lantern. I'm leaning towards using more cone lights to lighten it all up too. There's a lot of work in that lantern (nearly 100% Bryce made (just the glass part is not)) and the Bryce 6 textures look great with it. I want people to see it ;-)

Btw, if no one has messed around with the primordial fire materials in the freebie section, I really recommend them.


tom271 ( ) posted Fri, 02 March 2007 at 3:39 PM

Looks like a potentially great scene in a barn...  but I agree with Bryster it is a little too dark..  This is supposed to be a dark scene...



  ----------------------------------------------------------------------------------------------------------------------------



striving ( ) posted Fri, 02 March 2007 at 10:42 PM

Most control - use an image texture, and layer on top of that a "dirt map", basically a texture that has been desaturated and contrasted up to be just basic values of gray.

As AS said.. this is how I would do it myself. Works well. Try Deviant Art for some cool images to use..


croowe ( ) posted Sat, 03 March 2007 at 7:13 AM

Nice looking scene you have going here. I as well agree with the image texture idea suggested for the floor. As for the lighting, like you suggested softening the showdows coming from the sphere light would  help alot. Have you thought about maybe using a caustic image on the sphere light or on one of the cone lights you may add, I  think this may help out your lighting a lot. BTW nice job on the lantern.


Ang25 ( ) posted Sat, 03 March 2007 at 9:17 AM

Could someone give a down and dirty little tut/explaination of this technique or point a link to one somewhere? I'd love to see one.
thanks :)


Rayraz ( ) posted Sat, 03 March 2007 at 1:28 PM

I'd approach it pretty much like this:

  • Take photo's of wooden floors, particularly try 'n get shots of one or more planks. The result will be best if the photo's are taken from as much a perfect top-view as possible.
  • Then cut out the planks in photoshop or a similar app.
  • Next use the transform tool to transform the cutouts to rectangles each of the same size.
  • Arrange the planks in a tilable pattern, the more planks u have the more visual variation your texture will have.
  • If you want tho emphasize curvature of planks or such (like on old floors) you can do this by overlaying some gradients to darken the planks towards the edges a little etc.
  • Make darker lines between the planks, but make sure not to overdo it. This will divide the planks a bit more visually if neccesary. If your program supports it try and make these darker lines in a seperate layer so you can re-use it easily in specular and/or bumpmaps.
  • You can tweak the colortone of the planks with some filters and such as u see fit.

The result will be your basic color texture map!

(_/)
(='.'=)
(")
(")This is Bunny. Copy and paste bunny into your signature to help him gain world domination.


Rayraz ( ) posted Sat, 03 March 2007 at 1:42 PM

For a bump map I'd make:

  • a 50% grey layer
  • add some noise
  • add some motion blur along the length of the planks
  • add some more subtle noise (for some extra subtle grain on the highlights)
  • blend a greyscale version of your plank color map
  • add the black line pattern
  • tweak the overall contrast and/or brightness as you see fit.

(_/)
(='.'=)
(")
(")This is Bunny. Copy and paste bunny into your signature to help him gain world domination.


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.