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matej
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Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

Number wrote: @matej to neka jugonostalgija??? tito partizani yuga itd hahaha :D
haha, ne, nema veze s partizani :D

It's a Russian camo pattern
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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Number
Posts: 62
Joined: Mon Dec 20, 2010 12:57 pm

matej wrote:
Number wrote: @matej to neka jugonostalgija??? tito partizani yuga itd hahaha :D
haha, ne, nema veze s partizani :D

It's a Russian camo pattern
bilo mi je malo cudno ako se dobro sjecam partizani nisu imali tako moderne odore ;)

poz
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matej
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Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

* materials/non-organic/metal/Galvanized Iron v1 b243
* Macro size; 358KB (1x 512x512 grayscale image)

Nothing special really, I actually uploaded this mat just to see if I'm able, because it still wont upload the camo material (into materials/non-organic/cloth) - maybe there's some database problems because the folder is empty (first entry into it)?
galvaniron.jpg
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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GeoPappas
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Posts: 429
Joined: Fri Mar 26, 2010 5:31 pm

Would it be useful if people could rate the materials? This way other users would know how good they are and eventually the worst ones could be culled out of the database.
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matej
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Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

* materials/non-organic/metal/ Threadplate Dirty v1 b243
* Macro size: 113 KB (one 256x256 grayscale image)
threadplate.jpg
It's a threadplate material with control for scale of indentations and (unfortunately limited - just color) control for how dirty it looks.

Now, the problem is that without nodes that manipulate numerical values, it's impossible to use just one input slide to give the user such an abstraction as "dirtiness". It would be possible though, if we could do math with floats. To give an realistic impression of dirt you must manipulate color, roughness, specular color & intensity and bumpiness - all in a different proportion to the input value - some of them inversely proportional (for example as dirtiness goes up, specular intensity goes down). IMO, we would need:

* multiply float (absolutely necessary for scaling factors)
* subtract float (absolutely necessary to invert input, like 1 - input float, useful for other stuff)
* clamp float (necessary for limiting input range)
* add float (for the sake of completeness)
* absolute value (probably would come in handy)

This stuff would help a lot in supplying the userbase cool materials.

EDIT: In this example the input is a floattexture, but those math nodes should work on it also, since it's just an array of floats. Maybe with a transform node; floattexture -> float
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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BaloOm
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Posts: 16
Joined: Tue Oct 12, 2010 11:42 pm
Location: Brazil
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Ocher Granite - Full Procedural

Materials/organic/stone/Ocher Granite
Attachments
ocher granite.png
BaloOm Animation Studios
http://www.baloom.co
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BaloOm
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Posts: 16
Joined: Tue Oct 12, 2010 11:42 pm
Location: Brazil
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Asphalt - Full Procedural

Materials/misc/asphalt
Attachments
asphalt.png
BaloOm Animation Studios
http://www.baloom.co
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BaloOm
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Posts: 16
Joined: Tue Oct 12, 2010 11:42 pm
Location: Brazil
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Varnished German Pine - Full Procedural

Materials/wood/Varnished German Pine
Attachments
german pine.png
BaloOm Animation Studios
http://www.baloom.co
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matej
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Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

* materials/non-organic/cloth/ Leather Pattern1 v1 b243
* Macro size: 1.2MB (1024x1024 grayscale image)
leather-pat1.jpg
A leather material with cracks pattern. You can control overall color and color of cracks. The shininess is controled through the parameter Smoothenss (darker = less shiny & more bumpy)

NOTE: Those who use grayscale images in your macros - in your image manipulation prog save them as 8bit grayscale not RGB, because images are saved as RGB in the macro even if they are all loaded as floatimage. Such macros will be considerably smaller.

NOTE2: Apparently it's not possible to upload stuff in the "cloth" subfolder, this is the second material that does not show up
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

matej -> I found some ' characters in the description of your first camouflage material, i removed the first 2 you uploaded and left the 3rd one. Cloth category is now repaired. I checked all other categories and all work now.

Also, during the process i removed the leather material you uploaded last, by error... can you reupload it ?

Thnx,
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
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