General discussion about Indigo Materials - material requests, material developement, feedback, etc..
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ieatfish
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by ieatfish » Wed Apr 07, 2010 1:09 pm
I'd love a diamond knurl material. I know a limited amount about how bump and displacement maps work and it seems that displacement would be the best for this application. Here are some examples:
I'd assume it can be done with shaders as well. If someone has one of these and would care sharing, that would be wonderful. Otherwise, if someone wanted to walk me though making one, please let me know. It would definitely be a chore but I'd be glad to do my best. Of course, if it turns out well, I'd obviously upload it to the material library for others to use.
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dcm
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by dcm » Thu Apr 08, 2010 8:09 am
i think its simple metal material with some scratches
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StompinTom

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by StompinTom » Thu Apr 08, 2010 8:30 am
What software are you using? Something like that is very easy to create in Blender, I've done something similar (for a lighter).
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Borgleader
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by Borgleader » Thu Apr 08, 2010 11:56 am
Nice work Whaat

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Zom-B

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by Zom-B » Fri Apr 09, 2010 2:48 am
I never could understand why people do uniform repeating textures?! its a waste of detail vs Texture size...
Here is my quick approach for a 32bit version (download the zip for the 32bit EXR!)
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Attachments
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- diamond knurl.zip
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polygonmanufaktur.de
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dakiru

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by dakiru » Fri Apr 09, 2010 5:35 am
Zom-B wrote:I never could understand why people do uniform repeating textures?! its a waste of detail vs Texture size...
Here is my quick approach for a 32bit version (download the zip for the 32bit EXR!)
Perfect and useful stuff, Zom-B!
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Whaat

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by Whaat » Fri Apr 09, 2010 6:39 am
Zom-B wrote:I never could understand why people do uniform repeating textures?! its a waste of detail vs Texture size...
Here is my quick approach for a 32bit version (download the zip for the 32bit EXR!)
Awesome, Zom-B! I was hoping that someone would post a nicer texture.
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ieatfish
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by ieatfish » Fri Apr 09, 2010 12:52 pm
Wow, thanks guys. So I'm messing around with those textures and there are a couple issues I'm having. 1) I use Sketchup and when I apply the image as the displacement map, it applies to each 'face' of the cylinder. So even if I use a 100 sided circle, it ends up with 100 vertical lines. This makes for some extremely incohesive displacements. 2) How can I change the 'scale' of the texture. In Kerkythea it is called Bitmap Coordinates and in Sketchup it is the Texture section of the Sketchup material editor. But how do I do that same thing in the Indigo Material Editor independent of the modeling program?
Thanks again for the help so far!
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CTZn
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by CTZn » Mon Apr 12, 2010 2:27 am
Zom-B wrote:I never could understand why people do uniform repeating textures?! its a waste of detail vs Texture size...
Me neither, until now...
In Kerkythea it is called Bitmap Coordinates and in Sketchup it is the Texture section of the Sketchup material editor
And in general it's called UV coordinates and must be defined into the mesh with a third-party software. In your case each face in your mesh owns the texture coordinates to their full extent by default. You need a solution to have the correct feature size and proportions
over the mesh.
People here might give you more adapted advices than I could, trivially blender is on top of your list.
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