MarkBremmer opened this issue on Jan 23, 2013 · 12 posts
MarkBremmer posted Wed, 23 January 2013 at 6:56 PM
headwax. posted Wed, 23 January 2013 at 7:30 PM
nice work Mark, I like the contrast of texture - smooth skin on leather
animajikgraphics posted Wed, 23 January 2013 at 9:05 PM
That's looks nice and comfy (the mattress of course!). The texture looks increadibly realistic.
Can you share your shader secret for this? Either way, great work Mark!
-AniMajik
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GKDantas posted Thu, 24 January 2013 at 5:08 AM
benney posted Thu, 24 January 2013 at 6:40 AM
a great piece of work there. i would love to know how you set up the displacement map as i tend to have problems in controlling it myself.
3doutlaw posted Thu, 24 January 2013 at 10:04 AM
Ditto, this is a cool lookin shader! Where is the best place for Carrara shader recipe's...or is it just a multitude of sites and forums? Any consolidated post or location?
restif posted Fri, 25 January 2013 at 6:22 AM
Great texture ! Nice combo of displacement/normal. love to see your settings.
MarkBremmer posted Fri, 25 January 2013 at 9:20 AM
Here is the settings for the texture without displacement. (which will be in the next post)
Trick#1
Carrara, unlike some other 3D apps, does not have a channel for occlusion textures – what happens when shadows/darkening rapidly increases where two objects intersect. So, I've created that ability by multiplying an occlusion texture map into the Color (diffusion) channel.
Trick#2
To get harmonious color, I've duplicated the Texture Map into the Highlight channel and reduced it's brightness to 50% so the color of the highlights matches the object colors, but not real aggressively.
Trick#3
Creating a texture based Shininess map so 'logical' areas of the texture will simply be more worn/polished then the recesses of surface.
MarkBremmer posted Fri, 25 January 2013 at 9:30 AM
This shows the texture with displacement added.
Because the scene scale is set to Medium, and the texutre is very bumpy, I've set the displacement Amplitude to .02 feet.
Displacement is never the same from object to object. In this case, I have a simple plane primative. So, I've increased the minimum sample count to 50,000 and the adaptive steps (think of it as subdivision) to 3.
Why is displacement such a variable and never the same, even when used in the same scene? Much of it has to do with the polygon count of the object you are applying it to. The greater the original polygon count, the less adapative steps and lower sample counts will be required.
Workflow Trick
Create a basic texture with displacement and then duplicate it three times in your shaders panel. Add the suffix Low, Medium and High to indicate polygon counts of the objects you will apply it to. Then, for each shader, adjust the Adaptive steps and Sample count accordingly. This way you will have a faster experience when dragging and dropping the shader on additional objects in your scene. **Of course, you might have to tweak a shader and create a new derivative depending on the target object, but at least you will have a head start.
GKDantas posted Fri, 25 January 2013 at 11:42 AM
rexus posted Fri, 25 January 2013 at 1:14 PM
talented skills as usual, thank you
restif posted Fri, 25 January 2013 at 5:28 PM
Thanks so much, great insight and very helpful!