Tutorial Images

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.
Tugpsx
Licensed Customer
Posts: 1151
Joined: Thu Feb 04, 2010 8:04 pm
Location: Chicago, IL
Contact:

Awesome images. Thanks for sharing material
Win 11 64GB | NVIDIA RTX3060 12GB
ChrisVis
Licensed Customer
Posts: 243
Joined: Mon May 14, 2012 1:53 am
Location: Germany

Thank you for the material infos and the download!
C4D R15 - C4DOctane 4.0 | Win7 64 | NVIDIA 417.22 | EVGA GTX 980 Ti SC | EVGA GTX 780 Ti SC |EVGA GTX 780 Ti SC
i7 4930K 6x4.3GHz OC | 64GB | ASUS P9X79-E WS
+ Netstor Turbobox 250A | 2x EVGA GTX 780 Ti SC + 2 x Palit GTX780 Ti 3GB | all watercooled
bbeepp
Posts: 81
Joined: Tue Feb 18, 2014 10:32 am

ElBloko wrote:
ChrisVis wrote:Did you paint the textures for that one, or does the scanned model come with textures mapped? Lots of detail and little dirt stuff there... or is it geometry? Or just a tweaked stone material?
The patina is made with a simple dirt texture node used as a mask to blend between two materials. Here as color on a diffuse material:
Image
I did momething similar a few weeks ago, just to test dirt texture but i used different approach ;)
Image
Image
i7 2700k 4.5Ghz - 32GB ram
GTX 780 (3GB)
OS X 10.9.5
RealityFox
Licensed Customer
Posts: 273
Joined: Sat May 05, 2012 1:43 pm

Thanks for sharing the material! I never thought about using the falloff for roughness. Out of curiosity, can you explain a bit how you think about using falloff maps? I read the manual on how it works but I often just find myself just playing with the settings a lot longer than I would like to. Is there any sort of rule of thumb I can go by? like cloth generally has it's normal value set to a low number or the falloff-skew, etc.
User avatar
ElBloko
Licensed Customer
Posts: 92
Joined: Wed Jun 23, 2010 10:14 pm

RealityFox wrote:Thanks for sharing the material! I never thought about using the falloff for roughness. Out of curiosity, can you explain a bit how you think about using falloff maps? I read the manual on how it works but I often just find myself just playing with the settings a lot longer than I would like to. Is there any sort of rule of thumb I can go by? like cloth generally has it's normal value set to a low number or the falloff-skew, etc.
Well, to be fair a material's roughness based on its viewing angle is a bit absurd. But I really can't care if my materials are "physically" plausible or accurate. The rule of thumb for me is: "Whatever looks good and gets me where I want".

If I had one advice it would be to start by looking at references to get a precise mental representation of the visual aspect you want to achieve, forget conventions, and experiment as much as you can until you hit the nail.

Falloff maps are a fantastic way of making any material much richer, couple them with gradients to reshape them at will and play around:
Image

You can shape tons of things that way, including noises:
Image

Or even dirt textures to make weird stuff:
Image

Procedural methods and samplers are a fantastic way to add detail to any material without relying exclusively on linear textures.
It may add to the rendering time, but a balance can always be found. GO NUTS!
User avatar
acc24ex
Licensed Customer
Posts: 1481
Joined: Fri Mar 19, 2010 10:58 pm
Location: Croatia
Contact:

nice one, I actually enjoy working through the procedurals, results are usually crazy unexpected, something I would't even achive or think of doing in photoshop ..

here's my playground, dirt shader as texture in emmision - finally figured out how to get that lampshade look, and dirt, turbulence on bump, specular etc on the ground
playground2.jpg
bump is a jpg..
dogue processed.jpg
I love the metal on theese, I'm using this dirt with turbulence on diffuse and glossy modifed a lot
alien Collage.jpg
B3.jpg
mr9.JPG
2.jpg


all procedurals..
love em :).. but you really got your deep in complexity, but that's how it goes once you start diggin into it
gordonrobb
Licensed Customer
Posts: 1247
Joined: Sat Mar 16, 2013 9:08 am

ElBloko: these materials look great.

wold there be any possibility of you sharing your Falloff-Gradient material so that I can have a look at it in Standalone? I've been trying to find a way to emulate Lightwave's gradient node in Octane for some time, and failing miserably, but this looks like it has promise.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
User avatar
ElBloko
Licensed Customer
Posts: 92
Joined: Wed Jun 23, 2010 10:14 pm

gordonrobb wrote:ElBloko: these materials look great.

wold there be any possibility of you sharing your Falloff-Gradient material so that I can have a look at it in Standalone? I've been trying to find a way to emulate Lightwave's gradient node in Octane for some time, and failing miserably, but this looks like it has promise.

Sorry Man, I didn't save those materials, I only made them on the fly for this thread. But the graph in the screenshots is pretty much all you need to reconstruct the effects, Just have a quick go at reproducing them, it really isn't complicated.

If you're really stuck, give me a shout and I'll throw a few examples your way as .orbx files.
gordonrobb
Licensed Customer
Posts: 1247
Joined: Sat Mar 16, 2013 9:08 am

Will do. My problem, not understanding Octanes gradient node, is nit know what you actually have set in the Position x, value x settings. I'll have a play.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
User avatar
ElBloko
Licensed Customer
Posts: 92
Joined: Wed Jun 23, 2010 10:14 pm

That being said, if you really want to sink your teeth into something, have a crack at this one: https://dl.dropboxusercontent.com/u/859 ... _Bone.orbx

Image

It's the material for the Venus here:
Image
Post Reply

Return to “M is for Metaverse Gallery”