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I have just uploaded my first ceramic tile material. It's a 100% procedural one (absolutely no texture used). I wanted to realistically reproduce the tiles of my kitchen & bathroom, which are not perfectly aligned.

Main features:
- Each tiles is positionned with "jerkyness" : random shift & tilt, to give a realistic feel
- Corner roundness and edge shape are fully configurable by tweaking the shader
- The joint plaster is quite simple, it's a blend of two diffuse concrete-like materials, so that at certain places the looks more "dirty". The plaster is slightly bumped with random craters.
- The ceramic itself is a simple phong, easily customizable for more tile colors. I added slight wavy bump to reproduce the reflections of my bathroom's tiles (I stayed a long time in my bath yesterday to analyze that)
- The final blend between ceramic & plaster is a shader taking into account the 3d profile of the ceramic, and the 3d profile of the plaster to provide a wavy "flood fill" effect of the trenches.

This is a 100% bump, no deplacement material. I will update soon with another version using displacement, to allow nice close-ups.

Look at the testrenders below:

http://www.indigorenderer.com/materials/materials/286


Attachments:
File comment: The same exact material as uploaded. Tiles are 10cm x 10cm
ceramic-test-5.jpg
ceramic-test-5.jpg [ 39.94 KiB | Viewed 2978 times ]
File comment: Older variant, with a grey blue ceramic and dark plaster. Bump was too heavy in my opinion.
ceramic-test-2.jpg
ceramic-test-2.jpg [ 123 KiB | Viewed 2989 times ]
File comment: Older test with displacement mapping enabled
ceramic-disp-4.jpg
ceramic-disp-4.jpg [ 84.82 KiB | Viewed 2986 times ]

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WOW :shock:
even better than the first version. Looking forward to using it, thanks for sharing!
galinette, you think you could add some short comments to the code, to give a better understanding of what each segment is doing?
It is looking much better than my textures!


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Niiice. I hope you enter in the material competition!


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Hi Galinette!
galinette wrote:
I stayed a long time in my bath yesterday to analyze that
Did you see numbers in tiles like matrix? :lol:
Yes, the first tile had too much waves. Do you think with displacement, the little imperfections in tiles position, will be more perceptible?
Thank you very much for this magic material. Here is a test playing with it :


Attachments:
galinette' stile.png
galinette' stile.png [ 421.22 KiB | Viewed 2868 times ]
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Fenerolina : no, displacement does not change tile misalignments. But if you want more jerkyness, you can increase it (at your own risk :) ):

Look for that function in the shader:
def random_place(vec2 tilevec) vec3 :
vec3 (
noise ( tilevec * 1.414213562373095 ) * 0.01 ,
noise ( tilevec * 3.141592653589793 ) * 0.01,
noise ( tilevec * 2.64575131106 ) * 0.015
)

You have to change the last coefficients on each line.
First two (equal to 0.01) is position jerkyness x and y, in percent (0.01 means +/- 1% max shift)
Last one (0.015) is angle jerkyness in radians ( 0.015 means +/- 0.85° )

IMPORTANT : this function is defined several times in the material definition (I think two). You must change ALL definitions of random_place with the same values, otherwise you will have weird things...
If you set too much jerkyness and the tiles go out of their 1x1 UV square, you will have ugly things.


Here is another test reproducing my kitchen's floor, where I have white tiles, but with zones of different glossiness. I played on IOR and exponent here. The shapes are identical on each tile, but they are randomly rotated.

Worth an upload?

Etienne


Attachments:
ceramic-preview-20cm.jpg
ceramic-preview-20cm.jpg [ 102.48 KiB | Viewed 2849 times ]

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Last edited by galinette on Wed Feb 03, 2010 11:42 am, edited 1 time in total.
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Indigo 100
Soup wrote:
Niiice. I hope you enter in the material competition!


+1 reckon it's a winner myself :P

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Grazing angle test with displacement.
Allways worth an upload :D


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displ.png
displ.png [ 473.28 KiB | Viewed 2827 times ]
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galinette wrote:
Worth an upload?



I'm not familiar with ISL, but is it possible for you to soften the transition between the damp (glossy) and dry (..less glossy) areas?

Great work btw!

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Great material galinette, and finally some pro ISL based material :!:

I look forward to a v2 of your material after Ono enhanced ISL, but I would like to second Godzilla with the transitions.

I think your basic material could have some subtle Exponent noise.
Also maybe some reduction of exponent for the falloff to the edges of the tiles would be nice. some simple bumb in the space between the tiles would enhance the closeup look.

All this is just like wishing a third Boob for a perfect woman... and your material is this Lady ;-)

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Some corrections on the previous material

Awaiting your comments!

Etienne


Attachments:
ceramic-preview-20cm.jpg
ceramic-preview-20cm.jpg [ 101.98 KiB | Viewed 2732 times ]

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Hi Galinette,
I prefear the first test but I think it's a "question de goûts" now. The only critic is that even if the shapes are randomly rotated, they all look the same..
I personally prefear hand cooked tiles like these ones:


Attachments:
Floor-Tiles.jpg
Floor-Tiles.jpg [ 16.48 KiB | Viewed 2668 times ]
rajola art fang cuit1.jpg
rajola art fang cuit1.jpg [ 18.29 KiB | Viewed 2669 times ]
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Very cool stuff Etienne, the results with bump mapping alone are totally convincing.

The first thing I'll do when I tweak your shader is to reduce tiles size and rotate them mooore :twisted:

Oh, and thanks a lot for sharing !

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galinette: haha, I recognize my bathroom in your latest test! Nice Work!


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Fenerolina : The shapes actually look the same in my real appartment, they all have the same "motif". I should now add some dirtyness to make the thing more real.

I love the handbaked tiles... I have thought of translating them to a shader, but that seems pretty challenging. I'll try one day!

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I've never really seen tiles with a glaze pattern like that, but I can imagine they exist :)
The reflection on the far left side of your last image looks really good, maybe a new/separate tile material that only has that kind of reflection and not so much of the visible smears/glaze?


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