It is a bit hard to describe...
Need to make a lot of wooden stuff (timber bars, planks). Simply objects but they need to be mapped very detailed with proper tree rings along the front cut face. I used two textures so far but the don't fit.
I attached two photos where you can see the needed requirement. I have to do around 150 of those so I thought about a procedural solution.
Any ideas here?
Procedural wood with proper lines?
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Sys: Intel Core i9-12900K, 128GB RAM, 2x 5090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 5090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
You could map from one tip and the texture will be stretched along the sides... Maybe in Perspective mode...
Last edited by ROUBAL on Fri Apr 25, 2014 8:03 pm, edited 1 time in total.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
I found berconmaps which is for edsmax and procedural Wood. Workshop okay but only for scanline and vray.
Also found out blender has a procedural wood material for cycles renderer.
If I could bake the procedural map to a uv it would be a great workaround.
Also found out blender has a procedural wood material for cycles renderer.
If I could bake the procedural map to a uv it would be a great workaround.
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Sys: Intel Core i9-12900K, 128GB RAM, 2x 5090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 5090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
somewhere in the 2.x version, OTOY said there will be procedurals based from LUA code. I am not a coder, but it might be possible to somehow plug in the blender procedural info into the LUA code.
Not sure though
Not sure though
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
I worked on a solution last night and now use Scanline render with the "Berconmaps" (http://www.ylilammi.com/2013/09/berconmaps/) to render out a large texture for my object wit hrender to texture which works well for procedurals.
Then I switch to Octane and use the map as a material there. Not best solution, because i produce a lot of textures and it takes time for all the single steps. Also tweaking after rendering is difficult too. I also don't like the texture very much at the moment. It still looks painted to me.
Then I switch to Octane and use the map as a material there. Not best solution, because i produce a lot of textures and it takes time for all the single steps. Also tweaking after rendering is difficult too. I also don't like the texture very much at the moment. It still looks painted to me.
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- prehabitat
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Try giving it a bump? Timber with a wide grain like that will always get slight depressions into the rings. Especially if finished/dressed.mbetke wrote:.... It still looks painted to me.
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Octane 3.x: GH Lands VARQ Rhino5 -Rhino.io- C4D R16 / Revit17
Resurrecting an old thread, but does anyone have any tips on how to do this without needing to go out to Max/Bercon maps or another app?
I just got stuck on this myself, wanted to make a simple wooden block toy but with real cut wood texture, and immediately hit a wall.
Thanks
I just got stuck on this myself, wanted to make a simple wooden block toy but with real cut wood texture, and immediately hit a wall.
Thanks
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Thanks Elvissuperstar007, I have seen this LUA thing but it doesn't seem like I can use this inside C4D?
When I found this topic I didn't realise it was in the "general" area.
Also, in any case the noise functions in here don't seem like they can be adapted to circular bands like tree growth rings, not easily by me at any rate. Happy to be corrected on any of these points.
When I found this topic I didn't realise it was in the "general" area.
Also, in any case the noise functions in here don't seem like they can be adapted to circular bands like tree growth rings, not easily by me at any rate. Happy to be corrected on any of these points.