Full-procedural ceramic tiles material
Full-procedural ceramic tiles material
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
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
-
- The same exact material as uploaded. Tiles are 10cm x 10cm
- ceramic-test-5.jpg (39.94 KiB) Viewed 9420 times
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- Older variant, with a grey blue ceramic and dark plaster. Bump was too heavy in my opinion.
- ceramic-test-2.jpg (123 KiB) Viewed 9431 times
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- Older test with displacement mapping enabled
- ceramic-disp-4.jpg (84.82 KiB) Viewed 9428 times
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
- Polinalkrimizei
- Posts: 647
- Joined: Sat May 02, 2009 6:59 am
Re: Full-procedural ceramic tiles material
WOW
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!
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!
Re: Full-procedural ceramic tiles material
Niiice. I hope you enter in the material competition!
- fenerolina
- Posts: 141
- Joined: Sun Mar 15, 2009 12:27 pm
- Location: Pyrenees
Re: Full-procedural ceramic tiles material
Hi Galinette!
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 :
Did you see numbers in tiles like matrix?galinette wrote:I stayed a long time in my bath yesterday to analyze that
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
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- galinette' stile.png (421.22 KiB) Viewed 9314 times
Re: Full-procedural ceramic tiles material
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
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 (102.48 KiB) Viewed 9295 times
Last edited by galinette on Wed Feb 03, 2010 11:42 am, edited 1 time in total.
Eclat-Digital Research
http://www.eclat-digital.com
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- Doug Armand
- Posts: 1038
- Joined: Fri May 16, 2008 5:49 pm
- Location: London UK
Re: Full-procedural ceramic tiles material
+1 reckon it's a winner myselfSoup wrote:Niiice. I hope you enter in the material competition!
Doug
Doug Armand
Doug Armand
- fenerolina
- Posts: 141
- Joined: Sun Mar 15, 2009 12:27 pm
- Location: Pyrenees
Re: Full-procedural ceramic tiles material
Grazing angle test with displacement.
Allways worth an upload
Allways worth an upload
- Attachments
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- displ.png (473.28 KiB) Viewed 9273 times
Re: Full-procedural ceramic tiles material
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!
samlavoie.xyz
Re: Full-procedural ceramic tiles material
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
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
polygonmanufaktur.de
Re: Full-procedural ceramic tiles material
Some corrections on the previous material
Awaiting your comments!
Etienne
Awaiting your comments!
Etienne
- Attachments
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- ceramic-preview-20cm.jpg (101.98 KiB) Viewed 9178 times
Eclat-Digital Research
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http://www.eclat-digital.com
- fenerolina
- Posts: 141
- Joined: Sun Mar 15, 2009 12:27 pm
- Location: Pyrenees
Re: Full-procedural ceramic tiles material
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:
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
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- Floor-Tiles.jpg (16.48 KiB) Viewed 9114 times
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- rajola art fang cuit1.jpg (18.29 KiB) Viewed 9115 times
Re: Full-procedural ceramic tiles material
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
Oh, and thanks a lot for sharing !
The first thing I'll do when I tweak your shader is to reduce tiles size and rotate them mooore
Oh, and thanks a lot for sharing !
obsolete asset
- Polinalkrimizei
- Posts: 647
- Joined: Sat May 02, 2009 6:59 am
Re: Full-procedural ceramic tiles material
galinette: haha, I recognize my bathroom in your latest test! Nice Work!
Re: Full-procedural ceramic tiles material
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!
I love the handbaked tiles... I have thought of translating them to a shader, but that seems pretty challenging. I'll try one day!
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: Full-procedural ceramic tiles material
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?
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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