Surprise bonus material competition (CLOSED)
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wood floor semiprocedural v0.2
I wanted to do some more materials, but as I was looking at the wood floor I submited I thought it could be done much better, so instead I've spent my time redoing it. (I was tweaking it when I found that if you try to delete a float input octane crashes btw). Now it works better no matter the plane on which the wood is, before only worked correctly on xy plane. Also now it has a more natural feeling and response. What I had to totally redo was the procedural wood vein generation, for that I created a texture macro you can reuse for other stuff and play with. Since we don't have tile procedurals (wink, wink) I still use 2 bitmaps for that, but I've gone over them too, to make them look a little better.
It's desing for a 5x5 meter pattern, with scale in meters, any other scale will look weird cause procedurals are globally scaled, (I would love to have a scale node that can affect the whole material at the same time, more winks) but a couple meters up or down will look good. I've added the more relevant input pins for easy customization. In the sample scene the boxes are 1x1x1meters and I've added 2 materials and quickly changed some values, you can see it better with the emitter.
Hope you'll like it, next time I'm going to try to do a wood cast concrete, which is one of those materials I can never get enough, and as much procedural as I can.
Edit: just remembered, besides not being able to delete there is some problems with names with the input pins, you can rename them and it'll show right inside and outside of the macro, but suddenly you add a new one and when you look outside all names are reverted to standard and they wont use the internal ones.
Edit2: Also I love all materials upped, but I have to say that cornel's lava is fantastic and that matej's metal ones (both of them) are going to be on my top most used materials in the near future for sure.
I wanted to do some more materials, but as I was looking at the wood floor I submited I thought it could be done much better, so instead I've spent my time redoing it. (I was tweaking it when I found that if you try to delete a float input octane crashes btw). Now it works better no matter the plane on which the wood is, before only worked correctly on xy plane. Also now it has a more natural feeling and response. What I had to totally redo was the procedural wood vein generation, for that I created a texture macro you can reuse for other stuff and play with. Since we don't have tile procedurals (wink, wink) I still use 2 bitmaps for that, but I've gone over them too, to make them look a little better.
It's desing for a 5x5 meter pattern, with scale in meters, any other scale will look weird cause procedurals are globally scaled, (I would love to have a scale node that can affect the whole material at the same time, more winks) but a couple meters up or down will look good. I've added the more relevant input pins for easy customization. In the sample scene the boxes are 1x1x1meters and I've added 2 materials and quickly changed some values, you can see it better with the emitter.
Hope you'll like it, next time I'm going to try to do a wood cast concrete, which is one of those materials I can never get enough, and as much procedural as I can.
Edit: just remembered, besides not being able to delete there is some problems with names with the input pins, you can rename them and it'll show right inside and outside of the macro, but suddenly you add a new one and when you look outside all names are reverted to standard and they wont use the internal ones.
Edit2: Also I love all materials upped, but I have to say that cornel's lava is fantastic and that matej's metal ones (both of them) are going to be on my top most used materials in the near future for sure.
- Attachments
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
Hi,ttaberna wrote:yesterday I upload some metals that are not included in the LiveDB yet,so I guess I'm loosing them for the challenge.
They must have either had some illegal characters in the description/name/credits fields or were too big.
Until the next update of octane comes out you can only just try again and make sure you're whole material macro does'nt contain more than 16MB texture data and don't use any non alpha numeric chars like '
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
It was named DEPLOYE material, the textures 2 was made by me rendering one piece of mesh for getin normal and bump maps.radiance wrote:Hi,ttaberna wrote:yesterday I upload some metals that are not included in the LiveDB yet,so I guess I'm loosing them for the challenge.
They must have either had some illegal characters in the description/name/credits fields or were too big.
Until the next update of octane comes out you can only just try again and make sure you're whole material macro does'nt contain more than 16MB texture data and don't use any non alpha numeric chars like '
Radiance
Rampage IV Extreme+i7 3920k+2x GTX580 3GB+2x GTX470
I have some problem with material upload. I can't do it...
What I do wrong? When trying to save materials in the Live DB, I can only choose to save the file. Octane 2.43 win7 64th Does this mean that the contest is already closed? Again, I did not sleep for nothing ... I wrote down all the material in the files ocm. Can I send in this form? If so at what address?
What I do wrong? When trying to save materials in the Live DB, I can only choose to save the file. Octane 2.43 win7 64th Does this mean that the contest is already closed? Again, I did not sleep for nothing ... I wrote down all the material in the files ocm. Can I send in this form? If so at what address?
win7 64/core i7 920/32GB RAM/3x GTX 580 3GB 4x GTX 970 4GB/blender 2.79/Rhino 5,0/octane 3
win7 64/core i5-460M/8GB RAM/GTX 460M 1,5GB/blender 2.79/Rhino 5,0/octane 3 (ASUS G73JW)
win7 64/core i5-460M/8GB RAM/GTX 460M 1,5GB/blender 2.79/Rhino 5,0/octane 3 (ASUS G73JW)
* materials/non-organic/metal/ Gold Generic v1 b243
* Macro size: 150KB (one 512x512 grayscale image) A gold material. You can control the scale of (subtle) dirty texture & intensity of dents. Saturation controls how saturated it looks (from orange to white - narrow input region because values are clamped), Purity controls (somewhat
) how pure is the material - lower values look more darker, higher more bright. The screens were done under tonemapping, but the mat was created in linear regime.
I've re-uploaded my leather material you can find now in materials/non-organic/cloth/ Leather Pattern1 v1 b243
@m.arc.in, you probably have problems with connection, try to re-upload later
* Macro size: 150KB (one 512x512 grayscale image) A gold material. You can control the scale of (subtle) dirty texture & intensity of dents. Saturation controls how saturated it looks (from orange to white - narrow input region because values are clamped), Purity controls (somewhat

I've re-uploaded my leather material you can find now in materials/non-organic/cloth/ Leather Pattern1 v1 b243
@m.arc.in, you probably have problems with connection, try to re-upload later
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
You need to create a material macro, you can only upload material macros to the lived, not materials.m.arc.in wrote:I have some problem with material upload. I can't do it...
What I do wrong? When trying to save materials in the Live DB, I can only choose to save the file. Octane 2.43 win7 64th Does this mean that the contest is already closed? Again, I did not sleep for nothing ... I wrote down all the material in the files ocm. Can I send in this form? If so at what address?
Create a material macro, open it and create your material inside, then connect it to the macro output, then upload the macro...
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
- suhail_spa
- Posts: 229
- Joined: Tue Nov 16, 2010 9:51 am
+1radiance wrote:I am thinking that due to the issues 3 days is indeed too short, what say if we prolongue it for some more time, like one week total ?
Radiance
DELL Precision M4500 Laptop (win7 -64bit, Intel core i5 M520 2.4Ghz, 4Gb, Quadro FX880 1Gb, PCI express slot)
with GTX 460 -2GB (running on home-made GPU-expander)
with GTX 460 -2GB (running on home-made GPU-expander)
Well, I think it could be prolonged for a day or two. But IMO this competition is more like a pre-competition - not because of short time (ok, that also, but that's not so important), but because the nodesystem toolset needs to be enhanced (math nodes, more texture blending functions, more noises, support for pre-sets...) before the "real", full-fledged competition should take place. Only if you don't intend to add such tools in the future and this will be the only material competition, it should be extended to a week or more.radiance wrote:I am thinking that due to the issues 3 days is indeed too short, what say if we prolongue it for some more time, like one week total ?
Radiance
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net