Carbon fibre material and tutorial request.

Display your final art here...
Forum rules
Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the top left corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and pathtracing or PMC. Thanks for your attention, The OctaneRender Team.


For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.

This is necessary to avoid this forum being flooded by spam.
Necrosis
Licensed Customer
Posts: 23
Joined: Tue Jul 20, 2010 7:04 am

Hello!

I made a carbon fibre material with the intention to upload it to the material database, so I did. and now wen loading it it kind of crashes.

So, can anyone write me a tutorial on how to properly prepare a material macro to the live DB? It uses a texture macro for the normal mapping, and I think this is where the problem lies.

I think this looks very nice compared to the alternatives on the live DB so I decided to post it in the gallery! :D

So without further ado:

*Edit*

Constructive critisism is highly encouraged.
Attachments
Yep.
Yep.
i7 920 | Ram 6GB | Geforce GTX465 | Win7 x64 |
ieatfish
Licensed Customer
Posts: 24
Joined: Wed Jul 14, 2010 5:28 pm

That looks wonderful! I sure hope you can get that uploaded correctly. I uploaded a simple Clear Acrylic. All I did was make a macro, double click it, and then make my material there, connecting the output to the input of the macro.
Core i7 920 @ 4.0 GHz | 2 x GTX 480 | Windows 7 x64 | 12GB RAM
colin
Licensed Customer
Posts: 77
Joined: Mon Aug 02, 2010 7:38 am
Location: switzerland

i suspect the same. my guess is it's worked on - i.e. will work in future updates.
the reason i'm posting though:
wouldn't it make sense to use procedural noise instead of a texture?

edit: but yeah - i'd DEFINITELY appreciate a tutorial as well. especially one that explains the different nodes too.
Windows7, QuadCore, 8GB RAM, GeForce 480, Cinema4D R12
tomas_p
Licensed Customer
Posts: 188
Joined: Sun Mar 14, 2010 7:38 pm
Location: Slovakia

Hi.
This is very good material. Which software use you for normal map creating?
I use shadermap pro, but I cannot get satisfactory result from that.

Thanks
Win Vista 64 | Phenom II X4 905e |Gigabyte GTX690 and zotac Geforce GTX260 | 8GB
User avatar
Nostromo
Posts: 261
Joined: Thu Feb 18, 2010 5:13 pm
Location: Brussels
Contact:

Hi Necrosis,

In theory you should have just to save the macro in the liveDB without much things to know. However it seems some people have had trouble to upload materials that contains textures so maybe that's the issue you are running into.

Could you try to save it on your disc (as an ocm file) and reload it to see if it works ?

If it does, send it to me as a PM so I can try it over here. If it doesn't send me a zip file containing an ocs with the macro in it (you will then have to pack the textures with it too).

Regards
/M
jakchit
Licensed Customer
Posts: 119
Joined: Tue Feb 02, 2010 8:43 pm

Great looking texture, but I think it is missing the fiber strands that can be seen, that make up the carbon fiber.
win 7-64bit./Ubuntu 64bit 4gb ram. intel core quad q6600, geforce gt430 driver 260.89
Necrosis
Licensed Customer
Posts: 23
Joined: Tue Jul 20, 2010 7:04 am

ieatfish:
Thanks mate!

Colin:
Yeah it would make more sense, I would not know how to make a procedural normal map that also looks good though...

tomas_p:
I used photoshop to make the normal map, that's the only thing in the material right now.
I used xnormal. :)

Nostromo:
I managed to upload a working version of it to the liveDB. I think it has to do with how large the textures are?

jakchit:
Yeah I was going to make those too, but seeing as there is allready a bit off dificulty with large textures I guess this will do for now.

Oh yeah, It's under misc and I called it CarbonFibreV2.

:)
i7 920 | Ram 6GB | Geforce GTX465 | Win7 x64 |
rob72inmo
Licensed Customer
Posts: 38
Joined: Thu May 27, 2010 11:39 am

I dont know how to upload the materials i created this tree bark macro material i right click the node save node saved it to the desktop but dont see the option to upload it and when i try to reload the node i get errors file format not recognized. How do you upload a material?
Attachments
Capture.JPG
attempt to load.JPG
tree bark.JPG
amd 1090t 6 core 16 gigs ram wind 7 ult. 2 gtx 285
Necrosis
Licensed Customer
Posts: 23
Joined: Tue Jul 20, 2010 7:04 am

I will try to make a picture based tutorial on how I did it tommorow, sleepy times now.

Oh and octane seems to hate loading big texture maps (over an mb or so?) It seems atleast.

So, maybe try using a low res file?
i7 920 | Ram 6GB | Geforce GTX465 | Win7 x64 |
User avatar
radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

Hi guys,

If you are not saving a macro, eg a material, you can only save to disk as OCM.
therefore you much make a macro before you see the 'livedb' option when saving it.

i know it's a bit counterintuitive, but we need to add a simple way to quickly turn a material into a macro.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Post Reply

Return to “M is for Metaverse Gallery”