Help with nodal material

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ZodiaQ
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Joined: Mon Mar 25, 2013 4:52 pm

Help with nodal material

Post by ZodiaQ »

Slowly starting to understand the node system thanks to the new posts in the Node sector, great job!!
However I am still struggling to do certain things.
Maybe someone can help me out here.
I always start of with color, normal map and b/w alpa mask for grouting. but the lesser textures needed the better ofcourse.
I would like to make a default masonry material in which I can easily change the color of the grouting.
In my current setup I multiply a color to the main texture, but for dark bricks it will not be possible to get light grouting this way.
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Alexis
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Re: Help with nodal material

Post by Alexis »

Hello,

you can test with "invert" after your b/w alpha mask no ? You can't use normal blending in mixer ?
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Janusz Biela
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Re: Help with nodal material

Post by Janusz Biela »

It must be done by:
- Image bomber - this is for fraction of color/contrast/saturation texture
- tile brick Node - to create mortar full control
- many connection with mixer/color tool

Image Bomber and Tile Node must be connection together with multiply (because scale works differently) to prevent overlapping.
Bump map is the most difficult in connections: I have to many times Inject textures with different levels of bump because mortar and surface has different level of bump.

In Nodes topic you have concrete material with tiles with my idea (will be develop) and btw thanks for this topic You remind me what I will do next :wink:

Actually this surface is very easy to do because I need maybe only one texture for that or maybe nothing. I will do it with full control because also this is very common surface.
The target for control should be:
- tile size (but without aspect ratio so tiles has same ratio height/wide, for example 3:1)
- mortar color
- mortar size
- mortar bump (mortar must have also micro bump but without control)
- color tile or texture (texture without control)


I know it sounds difficult and maybe not necessary but I believe this is correct way for HQ texturing because it save time, setup and RAM memory. But to achieve that it must be done very well. And of course the most important: having this Node you have infinitive versions of tiles textures!
ZodiaQ
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Re: Help with nodal material

Post by ZodiaQ »

Indeed sounds difficult ... again.

It would be great to have a brick starter material :D
Btw where exactly do I find the concrete tile material, can't seem to find it?
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Janusz Biela
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Re: Help with nodal material

Post by Janusz Biela »

AVLKray wrote:Indeed sounds difficult ... again.

It would be great to have a brick starter material :D
Btw where exactly do I find the concrete tile material, can't seem to find it?
In material Nodes topic here
ZodiaQ
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Re: Help with nodal material

Post by ZodiaQ »

Found it, it's a great material already :)
we need more like this :D
ZodiaQ
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Re: Help with nodal material

Post by ZodiaQ »

Problem with bricks is that sometimes we could use a basic bump with color (and hue sat variations) to create different bricks
but sometimes we need to use 'special' bricks texture that already has lot of variation.
vds90-2_9brx32hg_Color.jpg
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Janusz Biela
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Re: Help with nodal material

Post by Janusz Biela »

the texture is almost ready :wink: Maybe today will upload it. Do not worry it will be variations :wink:
ZodiaQ
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Re: Help with nodal material

Post by ZodiaQ »

What would we ever do without you Janusz! :D
ZodiaQ
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Re: Help with nodal material

Post by ZodiaQ »

Btw does Kray support all nodes?
I was doing some testing with pavers using Random Integer node.
I unwelded all quads and used Kray Autoparts
It seems to work in LW (and fprime) but Kray doesn't render the variations.
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Janusz Biela
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Re: Help with nodal material

Post by Janusz Biela »

If is not DP Nodes then can be problem. But are not many Nodes which doesn`t work in Kray...almost zero. Maybe you got one :wink:
ZodiaQ
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Re: Help with nodal material

Post by ZodiaQ »

I think it maybe TrueArts random integer node ...
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