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  • decor's bullshittary

    Just testing random stuff. Dirty mapping everywhere you look


    Short animation of the gem shot.
    Took around 30mins to render, 90frames, 1000samples.

    http://gph.is/2bKGT9v
    gem 001
    Last edited by deC9r; 08-23-2016, 12:01 AM.

  • #2
    Click image for larger version

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    carpaint test

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    • #3
      Nice lighting on the animation

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      • #4
        Medieval graval displacement test. Created in Substance designer. Converted the normal map with pixplant to a displacement map.
        Click image for larger version

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        • #5
          First Megascan test.
          Click image for larger version

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          Second Megascan test. I think I figured it out.
          Click image for larger version

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          Third Megascan test. Still improving
          . Click image for larger version

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          Last edited by deC9r; 10-10-2016, 12:50 PM.

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          • #6
            The last one is stunning.

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            • #7
              Okay so today we had an overcast day in germany, so i decided to take a few fotos and convert them to a material.
              There are minor tilling errors.

              Click image for larger version

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              • #8
                I processed one more photo today. Propably should buy a macro lens and stich a few photos together for better quality.
                Diffuse map light is not corrected perfectly

                Click image for larger version

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                • #9
                  whats your workflow for that material creation from an in place photography ? Every time i try they look pretty bad haha

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                  • #10
                    Don't have really a "workflow" but I can share a few things I picked up.

                    Make sure that you take your photos on an overcast day to avoid harsh lightning / shadows.
                    I took a tele prime lens 85mm 1.8 on a crop camera to avoid absorption and to get sharp images. A tele macro lens would probably be better.
                    If you shoot photos make sure you take a high fstop like 8 to avoid depth of field, also a tripod and a remote are better to avoid camera shaking.
                    Fstop should be fixed. Iso should be as low as possible. White temperature should be fixed.
                    Point the cam in a straight 90° angle to the surface.
                    An analog color lookup table to reproduce consistent (I dont know how it's called ) textures would be recommended.

                    Click image for larger version

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                    After that I import the fotos to lightroom and optimize color temperature, lower the contrast a tiny bit and do a lens correction / ca correction.
                    At this point you should also fix obvious repeating objects in the texture.
                    Crop to a ration of 1x1.
                    Export to a file formate like tiff.

                    Import to Bitmap2Material.
                    Make the texture tillable.
                    Tune the settings.
                    Export the maps, don't use pngs.
                    Tga seems to work very good so far.
                    Last edited by deC9r; 10-15-2016, 01:35 AM.

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                    • #11
                      dec9r..... love the displacement shots. Im all looking for a fstorm displacement option but cant find it. DO you just select Fstorm material and then select "displace" on the modifier dropdown list?

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                      • Sylk
                        Sylk commented
                        Editing a comment
                        - Add FStorm Displacement modifier to the object stack
                        - Add FStormBitmap in Material Editor and select image to use as displacement
                        - Assign this FStormBitmap to the FStormDisplacement modifier texture

                    • #12
                      THXS Sylk! ill give that a try!

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                      • #13
                        i got it to work! thxs sylk... one question. how come sometimes some of my displacement maps just make the plane disappears?

                        ok.... solved it. its really on how good and smooth the displacement map is.
                        Last edited by Syrom; 10-16-2016, 04:15 AM.

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                        • #14
                          Originally posted by deC9r View Post
                          Export the maps, don't use pngs.
                          Tga seems to work very good so far.
                          Could you explain why pngs aren't good for textures?

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                          • deC9r
                            deC9r commented
                            Editing a comment
                            Because they get compressed by most programs. So if you are loading them into 3ds max they have to get uncompressed again which often leads to a slow & choppy material editor even in simple scenes.

                            For example I got like 4x5 4k png maps loaded to test displacement in a really simple scene with basically a sun, a plane, and two spheres and the material editor was already so slow that I couldn't work productive. Keep in mind that I have a pretty beefy system.
                            Last edited by deC9r; 10-16-2016, 11:32 PM.

                        • #15
                          Small Gravel / Sand.

                          Click image for larger version

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                          • zchenmtl
                            zchenmtl commented
                            Editing a comment
                            Wasn't aware of that png decompression aspect, may be why my material editor tends to lag a lot during RT renders.

                            How big of a surface area do your displacement maps cover? In that image, is it only the foreground that is displaced, or does it cover the whole background topography?

                          • deC9r
                            deC9r commented
                            Editing a comment
                            The whole plane. But if you have heavy scenes I would probably split the geometry and create one shader for the foreground and one for the background without displacement. Render time wasn't long though...

                          • Iskánder ivp87
                            Iskánder ivp87 commented
                            Editing a comment
                            Very nice!!
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