Marble Tile *updated*
Marble Tile *updated*
Hello everyone. This here is the first image I have posted here and the first image that I have actually let converge to any reasonable level. The original is 1920x1200 this here is a 50% reduction.
The purpose of this image was to test my marble tile texture. The texture is hand made, 4000x4000, 8x8 tiles, and consists of diffuse, bump, and specular maps.
This image is probably worst case scenario as far as usage of this texture is concerned as the level of close up is just enough for some mapping interpolation issues to start showing up but I wanted you all to be able to see the quality of the marble itself. Increasing the bump depth may well help to reduce the appearance of said artifacts
I will be releasing this texture to the indigo community as a layered .psd file which will enable you to output various forms of this texture; all black tiles, all white tile, checkered black and white, change the grout colour, and select between perfect and worn bump/spec maps.
I am still working on the 'worn' maps and will post the texture once they are complete.
EDIT: OK this is about as complete as it's going to get. I have upload the 40MB .psd to my server and will leave it there as long as the bandwidth doesn't sky-rocket. Please don't share this link around, this is meant for the indigo community.
http://www.wytraven.com/binaries/MarbleTileWR.7z <-- Updated
The textures can be built by showing and hiding various layers within the file. If you want the worn version then turn off all the 'perfect' layers and turn on anything with 'worn' in it's layer name then save out the various parts in whatever file format you desire. I thinks it's fairly self explanatory.
There are Diffuse, Specular, Bump, and Blend maps available for you to use however you see fit. I have included, below in an additional post, the xml for the material as I used it in my test renders for reference.
Thanks should go to BbB for his scratch map as I used a heavily modified version of it as part of my 'worn' diffuse maps.
Anyway, enjoy! I hope the community can put this to good use.
I forgot to 'rescale' the bump maps before I posted the texture originally. I you have already downloaded the texture prior to reading this edit then you can easily fix your copy rather than downloading it again. Just open the .psd in Photoshop and apply a Brightness/Contrast adjustment to the 2 bump map layers with a Contrast setting of +24. That will scale the bump maps back into the full 0-255 RGB range.
Perfect map example (this unfortunately uses the unscaled bump maps...see above):
Here's a less converged render, minus the shot glass for speed, using the worn variants of this texture.
Worn map example:
The purpose of this image was to test my marble tile texture. The texture is hand made, 4000x4000, 8x8 tiles, and consists of diffuse, bump, and specular maps.
This image is probably worst case scenario as far as usage of this texture is concerned as the level of close up is just enough for some mapping interpolation issues to start showing up but I wanted you all to be able to see the quality of the marble itself. Increasing the bump depth may well help to reduce the appearance of said artifacts
I will be releasing this texture to the indigo community as a layered .psd file which will enable you to output various forms of this texture; all black tiles, all white tile, checkered black and white, change the grout colour, and select between perfect and worn bump/spec maps.
I am still working on the 'worn' maps and will post the texture once they are complete.
EDIT: OK this is about as complete as it's going to get. I have upload the 40MB .psd to my server and will leave it there as long as the bandwidth doesn't sky-rocket. Please don't share this link around, this is meant for the indigo community.
http://www.wytraven.com/binaries/MarbleTileWR.7z <-- Updated
The textures can be built by showing and hiding various layers within the file. If you want the worn version then turn off all the 'perfect' layers and turn on anything with 'worn' in it's layer name then save out the various parts in whatever file format you desire. I thinks it's fairly self explanatory.
There are Diffuse, Specular, Bump, and Blend maps available for you to use however you see fit. I have included, below in an additional post, the xml for the material as I used it in my test renders for reference.
Thanks should go to BbB for his scratch map as I used a heavily modified version of it as part of my 'worn' diffuse maps.
Anyway, enjoy! I hope the community can put this to good use.
I forgot to 'rescale' the bump maps before I posted the texture originally. I you have already downloaded the texture prior to reading this edit then you can easily fix your copy rather than downloading it again. Just open the .psd in Photoshop and apply a Brightness/Contrast adjustment to the 2 bump map layers with a Contrast setting of +24. That will scale the bump maps back into the full 0-255 RGB range.
Perfect map example (this unfortunately uses the unscaled bump maps...see above):
Here's a less converged render, minus the shot glass for speed, using the worn variants of this texture.
Worn map example:
Last edited by WytRaven on Sun Sep 30, 2007 3:06 pm, edited 2 times in total.
See first post for link to the .psd texture file.
XML example for a blended material using the output from this psd:
XML example for a blended material using the output from this psd:
Code: Select all
<material>
<name>MarbleTiles</name>
<phong>
<exponent>500000</exponent>
<diffuse_albedo_spectrum>
<rgb>
<rgb>0.8 0.8 0.8</rgb>
<gamma>2.2</gamma>
</rgb>
</diffuse_albedo_spectrum>
<ior>1.486</ior>
<albedo_texture>
<path>..\textures\wytraven textures\marble tile\d_marbletile_worn.bmp</path>
<uv_set>uv</uv_set>
<exponent>2.300000</exponent>
<a>0</a>
<b>1</b>
<c>0</c>
</albedo_texture>
<bump_map>
<path>..\textures\wytraven textures\marble tile\b_marbletile_worn.bmp</path>
<uv_set>uv</uv_set>
<exponent>1.000000</exponent>
<a>0</a>
<b>0.01</b>
<c>0</c>
</bump_map>
<exponent_map>
<path>..\textures\wytraven textures\marble tile\s_marbletile_worn.bmp</path>
<uv_set>uv</uv_set>
<exponent>1.000000</exponent>
<a>0</a>
<b>10000</b>
<c>1</c>
</exponent_map>
</phong>
</material>
<material>
<name>Grout</name>
<diffuse>
<albedo_spectrum>
<rgb>
<rgb>0.8 0.8 0.8</rgb>
<gamma>2.2</gamma>
</rgb></albedo_spectrum>
<albedo_texture>
<path>..\textures\wytraven textures\marble tile\d_marbletile_worn.bmp</path>
<uv_set>uv</uv_set>
<exponent>2.300000</exponent>
<a>0</a>
<b>1</b>
<c>0</c>
</albedo_texture>
<bump_map>
<path>..\textures\wytraven textures\marble tile\b_marbletile_worn.bmp</path>
<uv_set>uv</uv_set>
<exponent>1.000000</exponent>
<a>0</a>
<b>0.01</b>
<c>0</c>
</bump_map>
</diffuse>
</material>
<material>
<name>TileFloor</name>
<blend>
<a_name>Grout</a_name>
<b_name>MarbleTiles</b_name>
<blend_factor>0.5</blend_factor>
<blend_map>
<path>..\textures\wytraven textures\marble tile\blend_marbletile_worn.bmp</path>
<uv_set>uv</uv_set>
<exponent>1.000000</exponent>
<a>0</a>
<b>1</b>
<c>0</c>
</blend_map>
</blend>
</material>
See original post and the section about mapping interpolation issues.psor wrote:... it has this distracting black frame around it ...
That's actually a bevel caused by interpolation. At that level of zoom the 8 pixel wide grout section of the texture (keep in mind blend, bump, spec as well as diffuse) is being stretched.
Who is online
Users browsing this forum: No registered users and 40 guests