"Real-Displacment-Textures"

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Subroutine49690
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Posts: 78
Joined: Tue Apr 02, 2013 4:58 pm

Hi guys,
I'd like to show you my displacement-textures.

These are 3dscanns with high resolution baked in up to 8k texturemaps.
For physical shading and for high flexibility there are following maps provided:
color, AO, gloss-map, hi-gloss, roughness, bump, normal, depth

I'm working with octane for some years now and I really love the renderer - so it's no wonder, the textures work PERFECTLY with octane !! YOU REALLY HAVE TO TRY THIS !!!
It response superfast and looks so good with the voxeldisplacement
...please check this video:
https://www.youtube.com/watch?v=0CYwHccQPMQ

You should also take a look at these demos here:
https://www.artstation.com/artist/chris-3d

Homepage hopefully goes online next week.
http://www.real-displacement-textures.com

Hope you like it ;)
Cheers !!

Image
statostado
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Joined: Wed May 13, 2015 6:42 pm

Wow!!, these are looking awesome. Looking forward to try this out soon...
Thanks
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Lewis
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Lookng gorgeous, thanks for posting here and please let us knwo when it's online for buy :).
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p3taoctane
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AWESOME!!!! Looking forward to it
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oguzbir
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Nice looking images. Good job.
I wonder how come you do not have any artifact issues when you materials are combined with bump and displament along with normal maps?
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Flope
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wow! I want it! :) haha
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whersmy
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I like it! :D

Show us what you gooooot!
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Olitech
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What the---whaaaaaa---!?

LOL! So sick dude.

Can't wait!

best
O
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Subroutine49690
Licensed Customer
Posts: 78
Joined: Tue Apr 02, 2013 4:58 pm

oguzbir wrote:Nice looking images. Good job.
I wonder how come you do not have any artifact issues when you materials are combined with bump and displament along with normal maps?
Thanks for your interest !!
To understand why there are more maps than expected:
Color = Diffuse
AO = AO-shadows ( can be multiplied to color for adding contrast or inverse-multiplied to light up deeper parts of the surface)
Gloss = intensity of gloss
Roughness = blurryness of the gloss
Displacement = real scanned depth (just to understand - The depthmap has to be smoothed in some areas to avoid from ugly hight-strechings)
Bump = adds the details to the displacement (focused on the smallest surface irregularitys that can't be provided by the displacement)
!! Normal = the normal contains the same depthinforamtion like the displacment !!
- You can use it as an fast alternative. instead of the displacement
- if you like to use them together for any purpose, you have to be careful not to get wrong shading !!
For example we have a 60° surface displaced and you add 60° normal to it the shader tries to make it 120° (doing this very very slightly can give you more contrast, but I can't recomend this because it's simply uncorrect)
what you can do for example is a mix 50%/50% or 30%/70%.... you understand what I mean ;)

I also added a Hi-Gloss. Why? - I personally like it.
Thats basically a Gloss-map, but with much more contrast, focused on some areas.
If you mix the gloss with the hi-gloss you can easily tweak it for different light-situations ;)

Some aslo have wet and dry gloss- and roughness-maps. This is also cool for mixing (- and you should be able to animate a transition)

It's on you and your purpose how you use the textures and what combination of maps you take.
I just tried to provide a highly flexible set ;)

My personal setup is:
8k color (100%)
4k AO (0-5%)
4k Gloss (100%)
4k Roughness (100%)
8k Bump (5-10%)
4k Displacement
> You'll find original size and scan-depth-info in the description ;)

Cheers,
Chris
dereksdigital
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Posts: 24
Joined: Thu Mar 19, 2015 3:34 am

This is looking really cool... and having the option to choose Normal or Displacement is nice. Excited for these to become available!

If you don't mind some questions-- What process did you use to capture the textures? Is there natural lighting baked-in, or was it compensated for during capture?
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