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Subject: Next step


Silgrin ( ) posted Tue, 18 October 2005 at 3:12 AM · edited Fri, 08 November 2024 at 4:47 AM

file_297847.jpg

...to take is to make a quite realistic pavement. I did what I could, I asked people on the Polish blender forum but I can`t improve it any more. Here`s my pavement, it`s still far from what I would like to achieve. Seems something`s wrong with specularity but I can`t improve it any more by trial-and-error method (it`s 0.88 version:P). Looking forward your suggestions.


haloedrain ( ) posted Tue, 18 October 2005 at 1:36 PM

I don't think it's the specularity, I think your image texture just isn't detailed enough for what you want, and the bricks don't have enough texture to them. If you create (really large) custom nor and spec maps in photoshop it might help add detail.


vespertilum ( ) posted Tue, 18 October 2005 at 4:05 PM

I'd also desaturate colors in scene, about 10%


ellocolobo ( ) posted Tue, 18 October 2005 at 5:05 PM

I was wondering what size your map is? If you notice on the left side you can see the seam and the bricks do not match up...Is the map laid on a floor or what..The reason I ask is, a lot of times I take a picture into Bryce and make a terrian out of it and then reapply the image to give it a good height..


Silgrin ( ) posted Wed, 19 October 2005 at 2:20 AM

ellocolobo: Could you show where you see that seam? Sorry, its not a floor, each stone is a separate object with a map several times bigger than on the render. Then I added a floor with a crude bumpmap to simulate the filling between the stones. vespertilum: Thanks, Im thinking about new ones with less saturated colors, too. Do you mean the rest of materials should be given less saturated textures, too?


rollmops ( ) posted Wed, 19 October 2005 at 11:42 AM

Well,i`m not familiar with the render and material-settings of blender, but in c4d i would create a luminance-channel,loaded with the main texture-map.A diffusion-map should be necessary as well.The rest is balancing. A lower specularity should be fine,also. Cheers rollmops:)

http://www.fredivoss.de 

...yippi ah yeah or something like that...


vespertilum ( ) posted Wed, 19 October 2005 at 4:34 PM

I think the greens in wall need a few desaturation. The saturation you have used with darker luminance seems to be good for wet surfaces.


Silgrin ( ) posted Thu, 20 October 2005 at 3:04 AM

Thanks, rollmops:) Do you mean you load your color maps not into color channel but into the luminance channel? Interesting, I should be able to try it in Blender. Thanks, vespertilum. I will try lower-saturation-jpegs today... if I get to my home today, of course. We have 11 "bombs" today in Warsaw... Nasty stupid b... (not meaning blenders:P)


rollmops ( ) posted Thu, 20 October 2005 at 11:53 AM

I load my textures in the color- and the luminance-channel.Into the diffusion-channel in most cases,too.

http://www.fredivoss.de 

...yippi ah yeah or something like that...


Silgrin ( ) posted Fri, 21 October 2005 at 3:46 AM

And do you use radiosity in these renders?


Silgrin ( ) posted Fri, 21 October 2005 at 3:48 AM

file_297848.jpg

Here`s the new ver with lower saturation. Some tex are missing, just overlooked;)


rollmops ( ) posted Fri, 21 October 2005 at 6:27 AM

I do not use radiosity (global illumination)in most cases.

http://www.fredivoss.de 

...yippi ah yeah or something like that...


vespertilum ( ) posted Fri, 21 October 2005 at 3:55 PM

Walls look good :) perhaps an intermediate saturation in floor.


ysvry ( ) posted Sat, 22 October 2005 at 9:27 AM

maybe add a little dirt and grass color inbetween the stones it looks too clean.

for some free stuff i made
and for almost daily fotos


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