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The Secrets of Realistic Texturing

The Secrets of Realistic Texturing
In this tutorial you will discover: The fundamentals of texturingHow to use CrazyBump to generate texture mapsHow to make a realistic cobblestone material I realized that there aren’t too many tutorials out there that explain the different texture types. Diffuse, normal, specularity, displacement, occlusion. We’ll be creating our own versions of those texture types using a base image, then using those textures in Cycles to create a realistic cobblestone material. Finished Result This tutorial covers how to create the cobblestone street material. Download the Finished .blend Download the texture used in this tutorial Text Version Not a fan of videos? Most people are taught that in order to texture something all you need is an image. The light doesn’t interact with the bumps in the texture, nor the gloss. A better method is to generate a normal map, specular map, occlusion map and displacement map. Adding a basic texture in Blender 1. 2. 3. 4. 5. If you render it now you should see this: 1. 2. 3. Related:  TexturesTexturing

[archlinux] installer blender 2.62 et activer le rendu GPU pour cycles | Cette fois-ci je vais vous montrer comment installer blender (bon ok ça c'est simple), mais surtout comment utiliser le nouveau moteur de rendu apparu avec la version 2.61 : Cycles. Ce moteur de rendu est assez impressionant, il est tojours en développement actif (notamment pour subvenir aux besoins du prochain open movie de la fondation blender : Mango ) mais si il est bien inclus dans la version stable de Blender c'est bien qu'il est assez stable pour être utilisé! Je n'ai d'ailleurs pas eu de problèmes en faisant mes test Donc commençons par installer Blender : Ce que j'aime beaucoup avec Archlinux, c'est que les dépôts sont mis à jour rapidement, on se retrouve donc bien avec la dernière version de blender splash screen blender 2.62 On ne va pas se mentir, l'accélération GPU n'est disponible pour le moment que pour les cartes Nvidia car c'est basé sur CUDA. Voila c'est tout ce qu'il faut pour utiliser le GPU, mais si c'était aussi simple je n'aurais pas fait un article. ).

MainPage - gimp-plugin-insanebump - Main content page - Gimp Plug-in InsaneBump converted and improved from python script This is the main repository for the source code for the Gimp plug-in InsaneBump. This is a C language version of the Insane Bump plugin. I have converted the Python code to a C language program and all the needed libraries and tools to do so. I have improved upon this program by adding an AO adjustment and 5 Preview panes. This is the sixth release. This plug-in produces different files within the original image's directory: the filename_n is the normal map, the filename_s is the specular, the filename_d is the diffusion (just the color) the filename_a is the ambient occlusion the filename_h is the displacement (or height map) Installation on Windows Installation on Ubuntu Linux Installation on Fedora 20 Tutorials Notes AO adjustment now affects all produced images. Works with Windows XP, 7, 8, Ubuntu 12.04 and newer. plug-in on Windows using MinGW. Using InsaneBump Copy this new file to your gimp user directory. Start gimp, open up your graphics base file. Filters->Map->InsaneBump... Fence_n.png

mirror uvs View Full Version : mirror uvs Rudity with cylindrical mapping for a face you sorta can. I cylindrical map the face. Then take all the uv's on one side of the face, scale them on -x untill it looks the same size as the other side. I dunno if this is the accepted way or if there is an easier way, but its what I do and it works.. :) womanonfire wondering if anyone else has another suggestion? 18th_Devil well if its symmtrical u could just overlap the UVs. just flip the uvs and overlap them. its that easy :thumbsup: or u can try to mirror it if u want to do more work :rolleyes: but i haven't figured that one out yet :annoyed: beaker If your model is asymetrical(you modeled one half and then mirrored it and attached it). ah, i see! Waboflex ... or if you want to lay out UV's on one half only and mirror them (to save time and effort) so you can paint a full face, asymmetrical texture, you can do it like this: Wabo. GrafOrlok Mmm. Abominable Cheers :) Abominable - my bad, I meant symetrical. kiaran

Basics of Creating UV Maps by Brian Immel This tutorial covers the basics of generating UV projections, editing UV points, exporting UV maps to Photoshop, and bringing the finished texture map back into Maya. This tutorial assumes that the user has a fundamental understanding of the Maya interface, has some knowledge of polygonal modeling, and has experience with editing raster-based images in Photoshop. Note: Some of the steps and proceeds may need adjusting if you are using version 6 and up. Editing UVs Open the UV Texture Editor by going to Windows > UV Texture Editor. Top Default UV Layout By default, when you create a polygonal object, the UVs go over the entire place. Mapping Strategies One quick way to get all the UVs back inside the upper right UV Grid, is to use the Automatic Mapping function found under Edit Polygons > Texture > Automatic Mapping. Use other projection tools to map out areas that you wish to use in high detail areas. Overlapping UVs Moving UVs To edit UVs, right-click hold and select UV(s). 1.

More Cycles Settings | Studio Greenleaf In the below Velvet setting example, you can see that both Sigma and Fresnel have a similar effect: Glossy Setting example: The bump map in Cycles is listed under the displacement tab. As of right now (early May ’11) it doesn’t look like you can load an image as the displacement map, but you can use the standard Blender procedural materials (clouds, marble, ect). You can adjust the map size using the “size” setting in the image above just as you would under normal Blender Internal, or using the nodes: So on to the meat of this tip, how to adjust the strength. Since there doesn’t seem to be a setting for strength, we’ll use a mix node with the displacement material on one noodle-entry and an empty slot on the other: The ‘mix’ node can be found under the ‘add > color > mix’ option (shift+A). Simple and easy! Default strength: (click for full size) Mix factor set to 0.2: Like this: Like Loading...

Forum Dynamique - Discussion libre - Blender et reseau - Bonjour tt le monde, Je m'interresse en ce moment à blender et à son rendu réseau : "Network Render". Pas evidant au premier coup, mais je vais vous mettre une petite explication. Le Network Render permet de faire un rendu sur plusieurs machines connecté via le réseau local (box ou autre routeur). Il est preferable de distribuer les adresses IP manuellement. Il s'active par ce bouton : Dans la fenetre de proprieté, on configure le programme dans le mode d'utilisation : client, master, slave. Le mode master : Il controle l'ensemble des echanges sur le réseau , c'est en quelque sorte le serveur. Le mode slave :Il configure le logiciel pour faire des rendus à la demande du "master". Le mode client :"Le client est roi" lol . Configuration du master: Evidement clickez sur le bouton master.Selectionner un répertoire où blender mettera ses fichiers temporaires.Entrez l'adresse IP de votre machine , dans mon cas "Clear on exit", pour vider le repertoire à la sortie.

Insane Bump This is a normal map generator from a single image, originally created by omaremad. Load a single layer picture, then choose filters/map/insanebump..., tweak the details, then hit OK. The normal/height/ambiend/specular maps for the picture will be created within the folder where the original picture resides. The script produces different files within the original image's directory: the _n is the normal map, the _s is the specular, the _d is the diffusion (just the color) the _a is the ambiend occlusion the _h is the displacement (or height map) Rename it to, make it executable and place it into the plug in directory. PS I apologise for not caring for the script, since there is no way that I can be notified for problems from this forum, please use this forum thread:

Combining normal maps in one Shader in mental ray for Maya | PixelCG Tips & Tricks In a previous post, I talked about combining a bump map and a normal map In this post we will explore the idea behind adding 2 normal maps on one mesh and render with mental ray for Maya Here is the render for both maps separately. To add them together, we will use a node called plusMinusAverage found under the general utilities of the Maya nodes. First make sure that both texture files have their own bump2d nodes MMB drag the first bump2d node on top of the plusMinus node and choose other from the pop up window Connect the outNomal from the bump2d to the input3D of the plusMinus, it will give you a new input called input3d[0] Repeat the process for the second bump2d and choose input3d[1]Note: if you are using an older version of Maya and you don’t see the option to input3d[1], click on the Add New Item button in the AE of the plusMinus node. MMB drag the plusMinus node on top of the Shader and choose other. Connect the outpt3d of the plusMinus to the normalCamera of the Shader.