Full-procedural ceramic tiles material

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galinette
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Full-procedural ceramic tiles material

Post by galinette » Wed Feb 03, 2010 2:36 am

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
ceramic-test-5.jpg
The same exact material as uploaded. Tiles are 10cm x 10cm
ceramic-test-5.jpg (39.94 KiB) Viewed 9413 times
ceramic-test-2.jpg
Older variant, with a grey blue ceramic and dark plaster. Bump was too heavy in my opinion.
ceramic-test-2.jpg (123 KiB) Viewed 9424 times
ceramic-disp-4.jpg
Older test with displacement mapping enabled
ceramic-disp-4.jpg (84.82 KiB) Viewed 9421 times
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Polinalkrimizei
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Re: Full-procedural ceramic tiles material

Post by Polinalkrimizei » Wed Feb 03, 2010 5:49 am

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!

Soup
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Re: Full-procedural ceramic tiles material

Post by Soup » Wed Feb 03, 2010 9:30 am

Niiice. I hope you enter in the material competition!

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fenerolina
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Re: Full-procedural ceramic tiles material

Post by fenerolina » Wed Feb 03, 2010 10:46 am

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 9307 times

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galinette
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Re: Full-procedural ceramic tiles material

Post by galinette » Wed Feb 03, 2010 11:34 am

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 9288 times
Last edited by galinette on Wed Feb 03, 2010 11:42 am, edited 1 time in total.
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Doug Armand
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Re: Full-procedural ceramic tiles material

Post by Doug Armand » Wed Feb 03, 2010 11:36 am

Soup wrote:Niiice. I hope you enter in the material competition!
+1 reckon it's a winner myself :P
Doug

Doug Armand

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fenerolina
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Re: Full-procedural ceramic tiles material

Post by fenerolina » Wed Feb 03, 2010 12:12 pm

Grazing angle test with displacement.
Allways worth an upload :D
Attachments
displ.png
displ.png (473.28 KiB) Viewed 9266 times

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Godzilla
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Re: Full-procedural ceramic tiles material

Post by Godzilla » Wed Feb 03, 2010 1:06 pm

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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Zom-B
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Re: Full-procedural ceramic tiles material

Post by Zom-B » Wed Feb 03, 2010 2:10 pm

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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galinette
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Re: Full-procedural ceramic tiles material

Post by galinette » Thu Feb 04, 2010 2:28 am

Some corrections on the previous material

Awaiting your comments!

Etienne
Attachments
ceramic-preview-20cm.jpg
ceramic-preview-20cm.jpg (101.98 KiB) Viewed 9171 times
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fenerolina
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Re: Full-procedural ceramic tiles material

Post by fenerolina » Thu Feb 04, 2010 6:20 am

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 9107 times
rajola art fang cuit1.jpg
rajola art fang cuit1.jpg (18.29 KiB) Viewed 9108 times

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CTZn
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Re: Full-procedural ceramic tiles material

Post by CTZn » Thu Feb 04, 2010 6:31 am

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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Polinalkrimizei
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Re: Full-procedural ceramic tiles material

Post by Polinalkrimizei » Thu Feb 04, 2010 7:51 am

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

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galinette
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Re: Full-procedural ceramic tiles material

Post by galinette » Thu Feb 04, 2010 8:48 am

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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Soup
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Re: Full-procedural ceramic tiles material

Post by Soup » Thu Feb 04, 2010 9:36 am

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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