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Subject: help needed: texture for bark?


wackymidget ( ) posted Mon, 24 August 2009 at 4:22 AM · edited Wed, 19 February 2025 at 2:26 AM

file_437825.jpg

Hi,

I'm trying to create a texture for my tree, (plant object) I only have the attached reference pic. Anybody know what the best method is to create a texture (preferably procedural)?
Would Inagoni's Veloute or Digital Carvers Guild Enhance:C help?

Thanks!


Thelby ( ) posted Mon, 24 August 2009 at 7:01 AM

file_437831.jpg

Personally I use my own bark textures. You can edit this down in Photoshop or another photo app. and have a very nice texture to use. Just plug it into the Color Channel / Texture Map

I would rather be Politically Incorrect,
Then have Politically Correct-Incorrectness!!!


Thelby ( ) posted Mon, 24 August 2009 at 7:02 AM · edited Mon, 24 August 2009 at 7:04 AM

file_437832.jpg

What it looks like on a cylinder. This is about 5 minutes work. With more time it could smoothed out much more. As to the products you mentioned, I have never used them so I can not really say.

I would rather be Politically Incorrect,
Then have Politically Correct-Incorrectness!!!


MarkBremmer ( ) posted Mon, 24 August 2009 at 8:41 AM · edited Mon, 24 August 2009 at 10:12 PM

Personally, I prefer texture maps over procedural maps - especially for trees - because they render significantly faster if you have more than just a few. 






MarkBremmer ( ) posted Mon, 24 August 2009 at 10:39 AM

file_437841.jpg

 I snagged the good work that Thelby did created a shader and put it on a tree without leaves. (This is what coffee breaks are for, right?)






Thelby ( ) posted Mon, 24 August 2009 at 12:31 PM · edited Mon, 24 August 2009 at 12:32 PM

Abdolutely Right!!!  **;^)
**That does look nice on the tree.

I would rather be Politically Incorrect,
Then have Politically Correct-Incorrectness!!!


wackymidget ( ) posted Mon, 24 August 2009 at 4:36 PM

Wow, thank you so very much for the texture!
Didn't expect the reference pic was good enough to create a texture from it, but it turned out really nice!


50parsecs ( ) posted Mon, 24 August 2009 at 6:10 PM

That texture looks great now! Nice work on the tree Mark.


bwtr ( ) posted Tue, 25 August 2009 at 12:40 AM

file_437909.jpg

So much here---AND FREE!

http://www.cgtextures.com/

Brian

bwtr


50parsecs ( ) posted Tue, 25 August 2009 at 11:22 AM

Yeah, I love that site Brian. I've used a ton of their textures. Lemog's free textures is a great source for lower rez (512x512) tiling textures  http://www.lemog.fr/lemog_textures/index.php.


ShawnDriscoll ( ) posted Tue, 25 August 2009 at 4:50 PM

I do procedural shading and then bake it to a BMP to speed up rendering after the BMP has been run through CrazyBump first for other uses in Carrara.

www.youtube.com/user/ShawnDriscollCG


Klebnor ( ) posted Tue, 25 August 2009 at 6:12 PM

Shawn:

Is there a rendering speed advantage to a bmp over a jpg?

Klebnor

Lotus 123 ~ S-Render ~ OS/2 WARP ~ IBM 8088 / 4.77 Mhz ~ Hercules Ultima graphics, Hitachi 10 MB HDD, 64K RAM, 12 in diagonal CRT Monitor (16 colors / 60 Hz refresh rate), 240 Watt PS, Dual 1.44 MB Floppies, 2 button mouse input device.  Beige horizontal case.  I don't display my unit.


ShawnDriscoll ( ) posted Tue, 25 August 2009 at 6:21 PM · edited Tue, 25 August 2009 at 6:25 PM

Same rendering speed.  But BMP uses far more RAM than JPG does.

I mentioned BMP because BMP is good for using as your source image that you later create your bump, displacement, highlight, diffuse, etc. image maps from which you then save in JPG format and use instead of BMP in Carrara so that you don't kill your RAM.

I use 15% compression for my JPG saving.  It doesn't lose too much detail and keeps the files small enough.

If you do use BMP and your hard drive is grinding away during a render, you don't have enough RAM and your Carrara rendering speed takes a hit.  Then you have to use JPG or GIF.

www.youtube.com/user/ShawnDriscollCG


Klebnor ( ) posted Tue, 25 August 2009 at 6:35 PM

The large size differential is the main reason I tend to default to jpg.

Thanks for the clear explanation.

Klebnor

Lotus 123 ~ S-Render ~ OS/2 WARP ~ IBM 8088 / 4.77 Mhz ~ Hercules Ultima graphics, Hitachi 10 MB HDD, 64K RAM, 12 in diagonal CRT Monitor (16 colors / 60 Hz refresh rate), 240 Watt PS, Dual 1.44 MB Floppies, 2 button mouse input device.  Beige horizontal case.  I don't display my unit.


holyforest ( ) posted Fri, 28 August 2009 at 3:58 AM

file_438153.jpg

In an artistic way, my point of view is that procedural shaders are like painting and give you much more powerful effects. I found out that bitmap images are a little bit "flat" for renders. That's why I made the "barks and trunks" set. Just my opinion ;)

 
---------------------------------------
Holyforest,
Hundreds of shaders for Carrara


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