updates to my texture library
Below, some test renders of new textures and ‘shaders’ i just made for my texture library, by shader i just mean a texture nodegroup preset : e.g. top and bottom left use the same group ‘peeling plaster’ with different settings :brick color can be changed with a color picker , the ratio of plaster/bricks with a slider (quite simply controls a threshold node on a greyscale mask , allows to have bigger or smaller patches of visible bricks ), the plaster color and spec can be changed (plugging in another preset node) .
It’s really handy to prepare such libraries as nodegroups instead of simply loading in pngs each time : to have fancy parameters like those bricks , or even just grouping col/spec/norm in a nice box , and hide some mapping nodes for box mapping scale and world offset , exposing only the useful params.
On the right: some base metals, like the brick/plaster combo these are some key materials that you always need and in after project Mango i had a few things in mind to improve.
Bricks now have better bump and col maps (still based on cg bricks more than photos : harder to make them realistic this way but you get precise, clean masks to create all channels and have a nice tiling map. )Also important was -finally- managing to create a good peeling plaster mask : this instead had to be extracted as much as possible from a real world photo , painting these things (crackles too) by hand takes forever , if you want realistc look and scaling (actually some brushes were used -available in Mango project files – but those too are stamps extracted from photos ) the texturize Gimp plugin was very useful to make this into a nice, even tileable mask.
For the metals, the question was that in mango i only made a couple base metal maps , and they were never as good as the ones i used before (based on cgtextures stuff though , so not CC) now , these, are also ‘base’ metals : but i want to have more variants : scratched , rough, worn painted , sligthly rusted ..etc.
Next, i’d like to do some tests on floor/wall tiles (broken ones in particular) i’ll update this post then. (update : here they are , snapshot below)
Both were done quick and dirty , no custom painting , just tileables and some vertex painting (dirt verts) , of course it shows many limits , but also showed me how useful is to have nicely ‘coordinated’ textures : a color +specular+bump matching , previously tested and balanced , then you just ‘slap them on’ but you get something shading much better than just having a color and some generic stuff for spec or bump.
Also both renders are Cycles , but only using direct+ao (ao added in comp) , each took 5-10 mins on cpu. I’m not having much luck with GI and decent rendertimes . But i love the node shaders and the speed on glossies (at least at 0 bounces, although that’s not always enough)