Wall Bricks D3 v2

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Janusz Biela
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Wall Bricks D3 v2

Postby Janusz Biela » Fri Apr 18, 2014 9:59 pm

Here my Brick Node.

- full rescale tile brick
- full variation control
- separate color brick/mortar
- separate bump brick/texture
- reflection with excluded mortar
- mortar size/smooth control

In in parentheses are min and max values (to know range). If you put to high or too low value (for example 100 for reflection) then automatically it will be reduced to maximum value in this case 3.0.

Render example has 3 wall brick with 3 different colors.

kray_render_brick_Node.jpg



[youtube]sofvCIBdFtg[/youtube]

If are some problems with this Node please post me here.
Only one texture is needed from Kray download package.

wall_brick.srf
(64.18 KiB) Downloaded 150 times

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Janusz Biela
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Re: Wall Bricks D3

Postby Janusz Biela » Sat Apr 19, 2014 9:24 pm

btw
this is complicate system but I checked Blocks Node from Rman Collection:
http://dpont.pagesperso-orange.fr/plugins/Textures.htm
...and it can be done much easier. But before this I have to check it will work at renderfarm.

AVLKray
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Re: Wall Bricks D3

Postby AVLKray » Wed Apr 23, 2014 11:38 am

Thanks Janusz,

This material can be great for general purpose! Will be great for pavement!
However we often need very realistic bricks for walls with sometimes very specific texturing.
And to be honest I don't realy care about grout / brick size / render farm. If I have decent base texture it's fine.
Like I said I always start of with texture set containing color, bump, normal and (mortar) alpha textures.
Based on these I am searching for a solid node based setup in which I am able to change mortar color quick and easy.

ScreenShot376.jpg

AVLKray
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Re: Wall Bricks D3

Postby AVLKray » Wed Apr 23, 2014 1:20 pm

Maybe you could explain which values to change to get for example square tiles because these kind of complex nodes setup is still chinese to me

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Janusz Biela
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Re: Wall Bricks D3

Postby Janusz Biela » Wed Apr 23, 2014 1:33 pm

That`s the problem with this Node: it does not offer full control with width and height size. I tried RmanCollect Node (there is much better) but it doesn`t work with compound and is old so can be problem with network rendering or with compatibility.

To make your example brick is not easy - It need very complex connections similar to FilterForge. Brick Node offer only straight line mortar. Also I am not that skilled to make it in this way - but I will try.

Change ratio scale in this surface is blocked because of Image bomber but I will make it soon. I have ready bath tiles and soon I will release it (full control, no texture needed)

AVLKray
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Re: Wall Bricks D3

Postby AVLKray » Wed Apr 23, 2014 2:09 pm

Well I did manage to transform it into tile pavers :)
ScreenShot377.jpg

Tiles-node.srf
(64.19 KiB) Downloaded 111 times
(texture not included)

But even now I realize that often I need more control, need to know exactly where tiles stop, need exact sizing etc, so often it is easier for me to model tiles or at least slice the surface into tiles.

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Janusz Biela
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Re: Wall Bricks D3

Postby Janusz Biela » Wed Apr 23, 2014 2:13 pm

I have new control for tiles outside (update) It can be easy control under FPrime or VPR. Soon will post new Node :)

AVLKray
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Re: Wall Bricks D3

Postby AVLKray » Wed Apr 23, 2014 4:09 pm

Janusz Biela wrote:To make your example brick is not easy - It need very complex connections similar to FilterForge. Brick Node offer only straight line mortar. Also I am not that skilled to make it in this way - but I will try.


Well for my example in fact I don't want to change mortar size etc just use the texture, I only don't know the best (node) way to change mortar color.

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Janusz Biela
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Re: Wall Bricks D3

Postby Janusz Biela » Wed Apr 23, 2014 5:13 pm

Mortar color is background color in Brick Node and there you can connect everything - also texture.

AVLKray
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Re: Wall Bricks D3

Postby AVLKray » Thu Apr 24, 2014 10:53 am

Thx!

Btw is there a node that places a texture exactly on a polygon?

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Janusz Biela
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Re: Wall Bricks D3

Postby Janusz Biela » Thu Apr 24, 2014 12:11 pm

but in which way? There in DPkit are Nodes for mapping also and I think for that is Layer Plus.

AVLKray
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Re: Wall Bricks D3

Postby AVLKray » Thu Apr 24, 2014 2:16 pm

Like I said to have easy control over precise placement of tiles I usually slice my plane into 'tiles' so I know where Tiles end and it's easy to remove some tiles when I need to.
So each tile (polygon) needs to have a tile texture (or seam) to work with

AVLKray
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Re: Wall Bricks D3

Postby AVLKray » Fri Apr 25, 2014 3:23 pm

Got an awesome repons to my thread on the Newtek forum
http://forums.newtek.com/showthread.php?141319-Help-wanted-with-nodal-Tile-material-with-variations&p=1379716#post1379716
I had to modify it by using PartInfo and PartMove instead of the Extended Spot Info node

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Janusz Biela
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Re: Wall Bricks D3

Postby Janusz Biela » Fri Apr 25, 2014 4:31 pm

thx for info!

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Janusz Biela
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Re: Wall Bricks D3

Postby Janusz Biela » Mon Apr 28, 2014 9:33 pm

I updated brick surface to version v2.
This is complete surface and I will not back to this Node..maybe for small adjustments.
Please consider that, this is not real displacement effect so effect of bump will be never that good as real brick wire.

Tiles.png


brick_exterior.jpg



[youtube]7bLU6ILEPvs[/youtube]

___________________________________________

texture is in package here

Eclipse_wall_brick_v2.srf
(65.53 KiB) Downloaded 117 times


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