Full-procedural ceramic tiles material

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galinette
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Re: Full-procedural ceramic tiles material

Post by galinette » Sun Feb 07, 2010 1:45 am

Dear all,

Here I modified the shaders so that you can look into and customize everything.

1) Take the attached igm file, and edit it with a notepad. Replace ALL the values of the following parameters by the values you want (otherwise it will not work)

- RANDOM_SHIFT_X : amount of random misplacement along x axis. Typical value 0.01

- RANDOM_SHIFT_Y : amount of random misplacement along y axis. Typical value 0.01

- RANDOM_TILT : amount of random misplacement tilt. Typical value 0.015

- ROUNDNESS : corner roundness . Typical value : 0.0001 . A value of 0.01 is quite round

- JOINT_WIDTH : space between tiles, in fraction of the tile width. Typical value : 0.014
a bigger value increases the plaster width between tiles

- EDGE_SHARPNESS : slope of tile's edge. Typical value : 20.
Decrease it for a smoother edge profile
(this may also increase the joint plaster width due to floodfill effects)

- CERAMIC_THICKNESS : height of the ceramic tiles in meters. Typical : 0.002.

- JOINT_AVERAGE_LEVEL : average level of plaster in m. Typical : 0.0006
should be > 0. If too high, may cause the plaster to cover the tiles entirely...

- JOINT_RANDOM_LEVEL : amount of plaster level waviness.
This makes nice irregularities in the tiles edges.
Values greater than AVERAGE_LEVEL will cause plaster to be non continuous

2) Open the material with the indigo material editor
-Customize the base-ceramic material. This is the base material for the tiles : you can change the ceramic color, exponenent, add a texture, etc...
-Customize the joint-clean material : this is the base plaster joint material. You may add some bump, but take care to add it to the current eval function. Do not replace the current one.
-Customize the joint-dirty material : often, the color of the plaster joint has some zones with a different color, due to dirtiness, aging, ... Set this to a similar material than joint-clean, but for instance darker or yellower, to add some realism.

Have fun!

Etienne
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dakiru
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Re: Full-procedural ceramic tiles material

Post by dakiru » Sun Feb 07, 2010 2:43 am

Great material, thanks a lot, Etienne!

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galinette
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Re: Full-procedural ceramic tiles material

Post by galinette » Mon Feb 08, 2010 9:56 am

Ferolina : The terracota tiles are currently being ISL-cooked... Here is a preview:
terracota-tiles.jpg
Preview (still under tweaking)
terracota-tiles.jpg (115.71 KiB) Viewed 5740 times
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fenerolina
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Re: Full-procedural ceramic tiles material

Post by fenerolina » Mon Feb 08, 2010 10:16 am

You're a genious.
It seems to be no limits for your skills. :D
In the material previewer they look like brick colour, don't you think?

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galinette
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Re: Full-procedural ceramic tiles material

Post by galinette » Mon Feb 08, 2010 10:25 am

There are limits... I'm currently trying to make these hexagonal and the shader is really becoming so complex ("usine a gaz" we would say) that debugging is a hell... But I keep trying :)
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galinette
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Re: Full-procedural ceramic tiles material

Post by galinette » Mon Feb 08, 2010 7:41 pm

Last screenshot : still some strange look to fix (way to much bump I think) and the exagon to implement

Some terracota tiles actually look like brick. But anyway color is customizable by changing a 2D gradient texture.

Etienne
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StompinTom
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Re: Full-procedural ceramic tiles material

Post by StompinTom » Tue Feb 09, 2010 6:21 am

Dude, that looks amazing!

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Whaat
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Re: Full-procedural ceramic tiles material

Post by Whaat » Tue Feb 09, 2010 6:47 am

Your work is oustanding! Please keep going...

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Re: Full-procedural ceramic tiles material

Post by everwind » Tue Feb 09, 2010 8:31 am

looks awesome ! I wish I understood ISL enough to make great materials like these ...

Could we have the Shader of the last one pleaaase ? I wonder how you did it ...

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Re: Full-procedural ceramic tiles material

Post by fenerolina » Tue Feb 09, 2010 9:51 am

Hello Gallinette,
These handbacked tiles are really looking good! I don't know how far you are in the ISL but I attached some pictures I found on the net for more inspiration:
The stains on the tiles are not so visible. I also think there's too much plaster material between the tiles, and too grey/dark or maybe the tiles shoud have more thikness/displacement. They look better when the rejointer is mixed with a bit of pigment similar colour of the tiles. In the pictures tiles have some kind of polished/waxed final coat..
Thank you and sorry to bother you. :)
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g1.jpg
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g.jpg
don't like this plaster too.
g.jpg (91.13 KiB) Viewed 5594 times

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CTZn
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Re: Full-procedural ceramic tiles material

Post by CTZn » Tue Feb 09, 2010 10:29 am

I'm short on superlatives after your last posts already, can't help stacking them now... super-awesome sharing of extra-cool tile randomisation !?

If you do that hexagonal stuff, I'll definitly have to revive a dormant wip... the white ceramic tiles would be in, too.

Would it be possible (rethorically speaking if you allow the redundance) to perturb the tiles parallelism against the mortar plane ? some per-tile oriented lerp over the bump/displacement would be a trivial method I suppose ?

Actually, can you model one tile object procedurally ? I'm just pushing you Etienne, nothing serious ;)
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galinette
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Re: Full-procedural ceramic tiles material

Post by galinette » Tue Feb 09, 2010 10:43 pm

CTZn : yes, the parallelism shaking is pretty simple. I even already tried, this was not so much visible as I work on diffuse (instead of phong) tiles now, but I'll implement somehow

Still needs some work to have everything working (hexagonal + realistic vintage tile damage) but it should work one day...

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CTZn
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Re: Full-procedural ceramic tiles material

Post by CTZn » Thu Feb 11, 2010 6:19 am

You rock :)

Sadly I'm too worried about the bugs I'm generating on Maya to "have fun" with Indigo :( I'll pay myself a bit here, playing the smart ace. On damages (based on ceramic-test.jpg):

Basically the threshold is too low, making too large grooves.

You could add a "wear" parameter based on the tiles displacement shader (that would fit better for floors tho):

outer tile -> more wear -> less octaves(/depth) for grooves. You can even add the grooves shader to drive those octaves, deeper -> less wear. e: Uhm, or a copy of the shader, or that wouldn't evaluate I suppose.

There is often dirt accumulating around the grooves borders, below the tile surface.

You can keep the UV placement for grooves homogeneous over tiles, but play instead with a per-tile grooves threshold (grooves average width). This way the damages would be related from tile to tile without being outrageously aligned.

I feel better :)

Thanks for your time Etienne !
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galinette
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Re: Full-procedural ceramic tiles material

Post by galinette » Sat Feb 13, 2010 5:52 am

Here is my last test on terracotta. Now I will work on the base terracotta material itself, as the geometry & tile damage is quite OK I think.

Awaiting your suggestions!

Etienne
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terracota-hexa.jpg
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CTZn
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Re: Full-procedural ceramic tiles material

Post by CTZn » Sat Feb 13, 2010 10:26 am

Awaiting your suggestions!
You are on your own Etienne, we are left behind :o

So... go galinette go !

What is your reference material ?
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