ZDG, the making of 'paint and brushes'. simple displacement and texture maps.

12357

Comments

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2015

    In the intern, two color-maps/masks that will work fine with the other "Pmid" patron above.
    (EDIT)
    errr, the last page.
    http://www.daz3d.com/forums/viewreply/771598/
    And also the other bump map :coolsmile:
    Make that, 2 more bumps with both patrons in it.

    ZdgCloth032Pmid004002_bmp1k.png
    1024 x 1024 - 36K
    ZdgCloth032Pmid003001_bmp1k.png
    1024 x 1024 - 32K
    ZdgCloth032Pmid002002_bmp1k.png
    1024 x 1024 - 28K
    ZdgCloth032Pmid001004_t1p0_R-B.png
    1024 x 1024 - 26K
    ZdgCloth032Pmid001004_t1p0_B-R.png
    1024 x 1024 - 26K
    Post edited by ZarconDeeGrissom on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited April 2015

    I have not posted anything here in far to long, lol. Now the current muse of the day, per-say, is Medieval Textures.

    So credit absolutely goes to Lise Bender-Jorgensen, Tho some of these were modified to fit a 8x8 multiple of the patron. Also, I offset the lower-sides and ends of the thread depth, to keep them from going flat with parallel threads next to each other.

    The example render is using just the uploaded maps, on the 'Daz Default' shader, with the texture in Displacement rather then bump. Granted the min/max of +/- 0.1 is extreme for the example, tho it dose show the effect of the bump patrons.
    (EDIT)
    I have no doubt about saying CC0 (Public Domain) on the maps in this post.

    ZdgCloth16_Midevil01_001_Render_6.jpg
    1200 x 800 - 981K
    ZdgCloth16_HalfBasket2x1_512_005maskA.png
    512 x 512 - 2K
    ZdgCloth16_HalfBasket2x1_512_005.png
    512 x 512 - 3K
    ZdgCloth16_Tabby1x1_512_001maskA.png
    512 x 512 - 2K
    ZdgCloth16_Tabby1x1_512_001.png
    512 x 512 - 3K
    Post edited by ZarconDeeGrissom on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited April 2015

    Also some of the patrons do look cool, even at far grater size then the original cloth I'm attempting to mimic.

    I am kind of assuming that it is simple for others to change the Rad/Blue color masks to any set of colors they like. If y'all even chose to use the color masks at all, lol.
    (EDIT)
    I have no doubt about saying CC0 (Public Domain) on the maps in this post.

    ZdgCloth16_Midevil02_001_Render_7.jpg
    1200 x 800 - 957K
    ZdgCloth16_Twill1x3_512_001maskA.png
    512 x 512 - 2K
    ZdgCloth16_Twill1x3_512_001.png
    512 x 512 - 4K
    ZdgCloth16_FullBasket2x2_512_005maskA.png
    512 x 512 - 2K
    ZdgCloth16_FullBasket2x2_512_005.png
    512 x 512 - 4K
    Post edited by ZarconDeeGrissom on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited April 2015

    And some things are just different enough in multiple of 8x8 space, I'm sure I can give them away.
    (EDIT)
    I have no doubt about saying CC0 (Public Domain) on the maps in this post.

    ZdgCloth16_Midevil03_001_Render_1.jpg
    1200 x 800 - 945K
    ZdgCloth16_Lozenge1x3_512_002maskA.png
    512 x 512 - 3K
    ZdgCloth16_Lozenge1x3_512_002.png
    512 x 512 - 5K
    ZdgCloth16_Chevron1x3_512_002maskA.png
    512 x 512 - 2K
    ZdgCloth16_Chevron1x3_512_002.png
    512 x 512 - 4K
    Post edited by ZarconDeeGrissom on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited April 2015

    Now, I know I've done a few variations of the "diagonal twill" (on the left in the render), tho this map is a finer thread pixel version. The "chevron twill" is a new one.
    (EDIT)
    I have no doubt about saying CC0 (Public Domain) on the maps in this post.

    ZdgCloth16_TwillChev4x8_512_003.png
    512 x 512 - 4K
    ZdgCloth16_Midevil04_001_Render_2.jpg
    1200 x 800 - 992K
    ZdgCloth16_TwillChev4x8_512_002maskA.png
    512 x 512 - 2K
    ZdgCloth16_TwillDiag2x1_512_002maskA.png
    512 x 512 - 2K
    ZdgCloth16_TwillDiag2x1_512_002.png
    512 x 512 - 4K
    Post edited by ZarconDeeGrissom on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited April 2015

    Well, these kind of fell in place with the weaving of the examples, I'm not sure about the Twill Broken diamond (to the right in the render), as as the corners joining up in the root patron just went off a bit.
    (EDIT)
    I'm making replacement bump-maps, as the thread-sides on the darker (lower) threads is all the same gray, oops.
    (EDIT2)
    All fixed, and I dropped the min/max displacement down to +/- 0.05 from 0.1 before.
    The maps in this post are CC0 (Public Domain).

    ZdgCloth16_Midevil05_002_Render_5.jpg
    1200 x 800 - 1013K
    ZdgCloth16_TwillDiamondBroke8x8_512_003.png
    512 x 512 - 6K
    ZdgCloth16_TwillChevBroke4x8_512_002.png
    512 x 512 - 5K
    ZdgCloth16_TwillDiamondBroke8x8_512_002maskA.png
    512 x 512 - 3K
    ZdgCloth16_TwillChevBroke4x8_512_001maskA.png
    512 x 512 - 2K
    Post edited by ZarconDeeGrissom on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited April 2015

    oops, I forgot to get that thread separation into the last post, Drrp. :red: I'll do that next.

    As for the "Rippenkoper" (to the left in the render), This is a 4x4 matrix, rather then the original 3x3. If there is any doubt as to why, just divide 16 pixels by three, (5.33333333......), lol.
    The maps in this post are CC0 (Public Domain).

    ZdgCloth16_Midevil06_001_Render_4.jpg
    1200 x 800 - 1006K
    ZdgCloth16_TwillDiamondChev8x8_512_003maskA.png
    512 x 512 - 3K
    ZdgCloth16_TwillDiamondChev8x8_512_003.png
    512 x 512 - 5K
    ZdgCloth16_Rippenkoper4x4_512_005maskA.png
    512 x 512 - 3K
    ZdgCloth16_Rippenkoper4x4_512_005.png
    512 x 512 - 5K
    Post edited by ZarconDeeGrissom on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited April 2015

    Just a quick test, to be sure I'm not just cooking up junk in MS Paint :lol:
    The patron on each item is the same, just at slightly different tiling. Shirt "TwillChev" (15 vs 20 tiling). Vest "Rippenkoper" (12 vs 16 tiling). Pants "TwillDiamondBroke" (9 vs 12 tiling).
    (EDIT)
    Adde a few examples of these bump/displacement maps with no other maps at all, just the map in displacement at 100% strength, +/- 0.05 min/max, and a plane color in diffuse.

    ZdgCloth16_Midevil07_001_1kTest_Render_15.jpg
    1200 x 800 - 943K
    ZdgCloth16_Midevil08_001_1kTest_Render_12.jpg
    1200 x 800 - 1M
    ZdgCloth16_Midevil06_001_1kTest_Render_13.jpg
    1200 x 800 - 1014K
    ZdgCloth16_Midevil00_D5_Test004_r.png
    800 x 1400 - 2M
    ZdgCloth16_Midevil00_D5_Test005_r.png
    800 x 1400 - 2M
    Post edited by ZarconDeeGrissom on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited April 2015

    Ah, there is more, lol. Really nice patrons.
    The maps in this post are CC0 (Public Domain).

    ZdgCloth16_Midevil07_001_Render_10.jpg
    1200 x 800 - 1007K
    ZdgCloth16_TwillRosette8x8_512_002maskA.png
    512 x 512 - 3K
    ZdgCloth16_TwillRosette8x8_512_002.png
    512 x 512 - 5K
    ZdgCloth16_kruzkoper4x4_512_001maskA.png
    512 x 512 - 2K
    ZdgCloth16_kruzkoper4x4_512_001.png
    512 x 512 - 4K
    Post edited by ZarconDeeGrissom on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited April 2015

    bumps, displacement, and more maps, lol.

    Both the Honeycomb (on the left in the render), and the Warp Float (on the right in the render), were approximated into a 16x16 base patron for the 512x512 pixel tile.

    Well, sixteen bump maps today. Time to play with them. Enjoy Y'all.
    (EDIT)
    I have no doubt about saying CC0 (Public Domain) on the maps in this post.

    ZdgCloth16_Midevil08_001_Render_11.jpg
    1200 x 800 - 1008K
    ZdgCloth16_WarpFloat8x16_512_002maskA.png
    512 x 512 - 3K
    ZdgCloth16_WarpFloat8x16_512_002.png
    512 x 512 - 7K
    ZdgCloth16_Honeycomb8x8_512_004maskA.png
    512 x 512 - 3K
    ZdgCloth16_Honeycomb8x8_512_004.png
    512 x 512 - 6K
    Post edited by ZarconDeeGrissom on
  • FistyFisty Posts: 3,416
    edited December 1969

    They are lovely.. I am rubbish in Paint, I have no idea how to manage to make that program produce such cool maps.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited April 2015

    Fisty said:
    They are lovely.. I am rubbish in Paint, I have no idea how to manage to make that program produce such cool maps.
    Thanks. I've been fussing with Dutch weaves, looking at long 'Floats' for something else entirely.

    I'm discovering that with some things, the thread is just way to small to convince TDLmake to even bother with it, lol. Stuff like Silk and Lycra, computer chip traces (the wires inside the glass of a chip), Graphite-cloth, etc.
    It's still fun to try different patrons at different scales. :coolsmile:
    BTY, These five maps are CC0 (Public Domain).

    ZdgCloth16_DutchRib8x8a02_512_001.png
    512 x 512 - 5K
    ZdgCloth16_DutchRib8x8a01_512_001.png
    512 x 512 - 4K
    ZdgCloth16_DutchDiag4x8_512_001.png
    512 x 512 - 4K
    ZdgCloth16_Dutch4x8_512_002.png
    512 x 512 - 4K
    ZdgCloth16_Dutch2x8_512_003.png
    512 x 512 - 4K
    Post edited by ZarconDeeGrissom on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    Lets see if this gives ma a new page, as this is a change of gears in a minor way (no worry if not). Trying to replicate the fine detail texture of Lycra, to go with the HD craze.

    Nothing against all the shaders that do replicate the visual effect of cloth, this is more an exercise in replicating the actual cloth weave at the almost microscopic level, to better capture that 'Velvet' effect with some cloth that has a kind of polar aspect to it. Like the attached photograph of a spool of Carbon-fiber cloth. As you can clearly see in thee photo, the cloth weave fibers are incredibly small, and have distinct directionality to the 'Velvet' and 'Gloss' effect. Something that the DazDefaultShader alone is going to have an incredibly difficult time reproducing without some incredibly high-definition displacement maps, and that is just not going to happen at all unless the render is also high enough for TDL make to not just blur the "texel"s all together into a smooth surface, lol.

    So, as for Lycra (or spandex), that has been a considerable learning experience for me. At first I had seen photos of the stuff dry, and it had a almost Gaussian like speckle patron to it, almost like Granite (Schist). That apparently was just an illusion of how light was scatted in an almost speckle like way off of the thread structure of the Lycra. Now this is where it gets very interesting, Lycra is NOT used by it's self in cloths, it is combined with other thread material to make the thread that makes the cloths. So there is not single Spandex weave, and mo single type of 'Spandex', lol.

    So, with that in mind, I attempted to find any photos that showed the 3d structure of the weave, to attempt to reproduce a bump-map for the weave. Instantly I came across pictures of everything except Lycra cloth, lol. I'm not even sure that the two pictures I decided to try to reproduce the bump patron are actually 'Spandex' at all, lol. So here is my scratchpad, and the photos of the two cloth weaves in a screen-cap.

    The pictures in this post are the respected property of the originators, and are for example only.

    ScatchPad_002.png
    2000 x 1160 - 949K
    CarbonFiberCloth_OnSpool.jpg
    800 x 600 - 77K
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited April 2015

    So here is the first attempt of that 'Polyester' weave. And the 'Scratchpad from MS Paint, as I don't consider that under that not my stuff clause in the former post.

    I'm off to see what 3delight dose with the maps. :coolsmile:
    The maps and scratchpad in this post are CC0 (Public Domain).
    (EDIT)
    Well, the effect looks cool. Left is with the 'Mask' in the diffuse channel, the one on the right is with just the bump-map in Displacement (100% at +/- 0.050 min/max).

    ZdgCloth04_Polyestr01_Test001_Render_24.jpg
    1200 x 800 - 908K
    ZdgCloth04_Polystr4x4a01_003_DiffusMaskA1.png
    512 x 512 - 2K
    ZdgCloth04_Polystr4x4a01_003_Bump1.png
    512 x 512 - 3K
    ZdgCloth04_Polystr4x4a01_003.png
    256 x 128 - 4K
    Post edited by ZarconDeeGrissom on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    Well here is one modified slightly from the former page. Rotated 90 degrees, and offset the thread a tad, to make it easier to change the colors with a bucket tool. In the test render, I set the backing color to the Diffuse-mask to 192-gray rather then white. I think there is potential there for something resembling one of the Lycra textures, if not a two-tone cloth of sorts.

    ZdgCloth16_Rib01_Test001_Render_1.jpg
    1200 x 800 - 921K
    ZdgCloth16_Ribs4x2a01_003_512_Dfus1_CyMg.png
    512 x 512 - 2K
    ZdgCloth16_Ribs4x2a01_003_512_bump1.png
    512 x 512 - 3K
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited April 2015

    I decided after a week off, I should give my test chamber a little bit of a facelift. The former floor tiles were 100x100 pixels, and after doing some closeup renders of small things, it was time to do something about the fuzzy edges.

    These use the same exact colors and settings, there just a bit larger and in multiples of 8 pixels. First off is the 256x256 pixel maps.

    Oh, by default, I use the Hematite2 map in almost all of my test renders and lineups.

    I'm still working on the bump maps, that I will probably not use at all except for high-quality renders.
    The maps in this post are CC0 (Public Domain).

    Tile256_001001Spec1.png
    256 x 256 - 700B
    Tile256_001001Dfus1_Onyx2.png
    256 x 256 - 720B
    Tile256_001001Dfus1_Obsidian2.png
    256 x 256 - 718B
    Tile256_001001Dfus1_Hematite2.png
    256 x 256 - 719B
    Post edited by ZarconDeeGrissom on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited April 2015

    And here is the replacement 128x128 low-res tiles.
    The maps in this post are CC0 (Public Domain).

    Tile128_001001Spec1.png
    128 x 128 - 380B
    Tile128_001001Dfus1_Onyx2.png
    128 x 128 - 395B
    Tile128_001001Dfus1_Obsidian2.png
    128 x 128 - 395B
    Tile128_001001Dfus1_Hematite2.png
    128 x 128 - 395B
    Post edited by ZarconDeeGrissom on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    And to recap a bit, here is the settings for the floor. Vertical tiling is also '40' for the 40x40 foot floor.

    I am considering making a set of 512x512 pixel maps, tho I want to iron out the bump/displacement maps first.

    NewFloor_Settings_001.png
    754 x 1049 - 91K
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited June 2015

    Ah, so that's where I left off over here. The test chamber overhaul. Well the maps above came out realy well, and having them all consolidated in a single folder in PNG format on a single HDD has made the chamber load realy quick. I have yet to sift threw the folders to find where the other parts of the chamber are. The walls floor and ceiling are all simple daz studio primitives, the spotlight covers are not, that's where I left off.

    In any case, this is a texture thread, and I'm here to upload some more simple patrons for cloth/screen/mesh weaves. There is one opacity map for the two patrons here. It's just a different sequence of over/under on the 45-inlay-mesh between the two patrons. No diffuse color maps this time, tho it may be cool to see each thread in the mesh as a different color, lol. Tho I suspect this particular patron would probably work very well for Carbon-fiber-resin, specifically the weave of the carbon fiber in the resin (not the flat spool method). Also a very nice weave for the incredibly fine (almost microscopic) cloth texture in say a t-shirt like cloth. I've noticed quite a few different weaves in t-shirts over the years. So enjoy y'all, I have a few other patrons to iron out as well.
    The maps in this post are CC0 (Public Domain).
    (edit) ops, now I see a mistake in one of the horizontal threads, I'll need to fix that. :red:

    ZdgMeshTrus32_01003_512spec1.png
    512 x 512 - 8K
    ZdgMeshTrus32_01003_512bump.png
    512 x 512 - 8K
    ZdgMeshTrus32_01002_512spec.png
    512 x 512 - 9K
    ZdgMeshTrus32_01002_512.png
    512 x 512 - 9K
    ZdgMeshTrus32_01opacity001_512.png
    512 x 512 - 3K
    Post edited by ZarconDeeGrissom on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited June 2015

    "O" this came out nice. Decided to try making a Specular map, rather then just brightening the bump for that.

    Opacity map above, in the Opacity and Diffuse slot.
    The attached Spec map in the Specular slot.
    And the attached Bump map in the 'Displacement' slot (the bump setting is at zero percent, thus not active nor needed).
    The ZdgMesh maps in this post are CC0 (Public Domain).
    Wachiwi's Skin texture is property of "Fred Winkler Art" and Sabby, AKA not Public Domain.

    ZdgMeshTrus32_01002b_Spec2002_512.png
    512 x 512 - 7K
    ZdgMeshTrus32_01002b_Bump_512.png
    512 x 512 - 8K
    ZdgMeshTrus32_01002b_Settings001.png
    1187 x 767 - 968K
    Post edited by ZarconDeeGrissom on
  • AJ2112AJ2112 Posts: 1,416
    edited December 1969

    What's going on Z. Cool patterns. Any news to share on new video card, how is card workin out for ya ?

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited June 2015

    awesomefb said:
    What's going on Z. Cool patterns. Any news to share on new video card, how is card working out for ya ?
    ah, the new card, yes, in the other thread, and some discussion in the Iray Benchmark thread started by SickleYield.
    Not firing on all cylinders with Iray...
    http://www.daz3d.com/forums/viewreply/801197/
    *I didn't get the card to run Iray. I got it to get the monitors off the eventual Iray cards, still yet to be purchased.

    However with OpenGL (Daz Studio Interface), it is kicking old 8600GT in the backed, lol.
    http://www.daz3d.com/forums/viewreply/797895/
    Just look at that 3d-diagram in the right of that render. The old card fell on it's face with a single Node, there is no less then one-hundred-and-twenty-eight nodes in that scene (Excluding the mainframe physical models on the left).

    As for other things, been counting pixels this morning, as I look at my "Left off at" list. Been on vacation, and just got back to a dusty house that needed cleaning. So I've not done much with Daz the past week.
    (EDIT)
    Not exactly what I was first thinking, lol. Still looks cool. Well I'm off to go back to tinkering.
    (edit2) The ZdgScraps map and the scratchpad in this post are CC0 (Public Domain).

    ZdgScraps000Base04_ScratchPad.png
    64 x 64 - 825B
    ZdgScraps001Base01003_512.png
    512 x 512 - 8K
    CountingPixels001.png
    579 x 563 - 7K
    Post edited by ZarconDeeGrissom on
  • FistyFisty Posts: 3,416
    edited December 1969

    "O" this came out nice.

    Indeed, been playing with it in Iray =)

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited June 2015

    Fisty said:
    "O" this came out nice.

    Indeed, been playing with it in Iray =)Thanks. I did fuss a bit more with that yesterday, before attacking the dust-mats that had accumulated on a few desks here in my absence, lol.

    The inspiration for the patron came from the patron on the walls and items around the Stargate Atlantis set. With the advent of Iray, real cloth weaves may be very useful indeed. Especially if I can convince the patron to not just look good up close, at a distance as well. I've still been fusing with 3delight with these, as it is quicker and thus more fun on this computer.

    As for the Scrap, I was mostly just trying to map that out with out much care given to the variation of thread depth. And it still came out well. "O" here is the other 'Mesh' patron with the fixed horizontal thread (same opacity map from the first post above).
    The ZdgMesh and ZdgScraps maps in this post are CC0 (Public Domain).

    ZdgMeshTrus32_01003b_Spec2_512.png
    512 x 512 - 6K
    ZdgMeshTrus32_01003b_Bump_512.png
    512 x 512 - 7K
    ZdgScraps001Base03004_512.png
    512 x 512 - 7K
    ZdgScraps001Base03003_512.png
    512 x 512 - 8K
    Post edited by ZarconDeeGrissom on
  • FirstBastionFirstBastion Posts: 7,762
    edited December 1969

    I think you could put together a very nice shader package with these, that you could probably sell in the store.

    All your "patterns" are excellent!

  • FistyFisty Posts: 3,416
    edited December 1969

    Yeah I've already tried talking him into it. LOL

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited June 2015

    I think you could put together a very nice shader package with these, that you could probably sell in the store.

    All your "patterns" are excellent!

    lol. Thanks for the vote of confidence, My skills of packing up DUF presets just doesn't compare to others like DG and Fisty. If I was remotely good at putting maps into the Daz folder paths, and linking them to zip-packable DUF shader presets, I would have made a color preset shader pack for that bar/work stool I made months ago. I find sifting threw folder paths from the surface tab in Daz Studio rather tedious at best. Then making the icons for them, I've yet to bother trying that.

    Now, I am well aware of a few things I've done with my maps. I'm doing this 'Full Scale' (0 to 255), so using them as a mask in layers with other maps in PS/Gimp/Other to make maps is quite easy. Also By making them 'Public Domain', Anybody can use them as they wish, even for making there own 'Shader set' to sell. All I'm doing, is trying to make different thread patrons in MS Paint, for the fun of tinkering with Bump/Displacement maps. I don't want to become a PA, and feel pressure to produce good stuff like clock work.

    There is also the financial side of all this. I'm not exactly allowed to 'Make money' being 'Retired'. If I earn 20USD, SSI deducts 20 from what I get, Fuel and Electric assistance also deduct 20 each from what I get, Section-8 also deducts 20, etc. So earning that 20USD, ends up costing me allot more in the end.
    That's quite ironic and funny to think about. :lol:

    So for the Fun of playing with making simple bump maps, Here is two more shorter ridge-like maps. My initial thought was to have a Lace-like patron down in the valleys between the ridges, tho that is going to take allot more counting pixels, and thinking of how that thread weave will 'interface' with the ridges weave. (Edit "Interface" not interact. As in it's the same threads that make them both.)
    The ZdgScraps maps in this post are CC0 (Public Domain).

    ZdgScraps001Base01005_Spec1_512.png
    512 x 512 - 3K
    ZdgScraps001Base01005_Bump_512.png
    512 x 512 - 9K
    ZdgScraps001Base01004_512.png
    512 x 512 - 9K
    Post edited by ZarconDeeGrissom on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited June 2015

    Here is a different patron I've been playing with the past few days.

    Another thought about the maps I've been making, is a thought I've yet to try. The Velvet affect of more advanced shaders is quite impressive by it's self. However it is not exactly directional enough to mimic finer thread surfaces. However it is probably quite sufficient enough to mimic the felt like surface of individual threads, and allow the Displacement interacting with the lights to mimic the directionality of the cloth weave patron. The only draw backs to this idea, is the overwhelming amount of geometry polygons of doing this on a t-shirt or other item of clothing, and the method TDLmake uses to discard details smaller then what is being rendered. For the past several months I've only been playing with the discarded-detail part of that.

    So as for this map, actual cloth dose not just magically keep the threads apart with lace. The weave needs to keep the windows in the patron open. So this was a simple try at an octagon like lace. Good for screening, lace, or whatever you like it to be, lol.
    The maps in this post are CC0 (Public Domain).
    (EDIT)
    I'm adding a slightly different single-thread variation of this map here, And yes it is also CC0.

    ZdgOctagonMesh32_02001_opacity1_512.png
    512 x 512 - 5K
    ZdgOctagonMesh32_02001_bump_512.png
    512 x 512 - 10K
    ZdgOctagonMesh32_01006_opacoty1_512.png
    512 x 512 - 4K
    ZdgOctagonMesh32_01006_bump_512.png
    512 x 512 - 6K
    Post edited by ZarconDeeGrissom on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited June 2015

    Here is a draft of the stripes, as the test render is ongoing. I'll upload that when it finishes, as it's coming out incredible.

    This patron is similar to the above Octagon Lace, with a set of raised ridges. I decided that this time, a different Specular map was needed rather then just using the Opacity map to keep odd things happening between the threads.
    T.B.C.

    ZdgOctagonBase64_01001_spec1_512.png
    512 x 512 - 9K
    ZdgOctagonBase64_01001_Opacity1_512.png
    512 x 512 - 5K
    ZdgOctagonBase64_01001_bump_512.png
    512 x 512 - 11K
    Post edited by ZarconDeeGrissom on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited June 2015

    Sabby Irina (left) and FWSA Wachiwi (right) are wearing the same exact outfits, the only difference being the tiling. Wachiwi’s outfit is set to 10x10 tiling on everything, while Irina’s outfit is set to 20x20 on everything. All out 3delight render, SR 0.1, Samples 8x8, etc. Render time 2h 3m 10s (I was watching a 1080-widescreen online-video-class Lecture during this).

    Phoebe's Finery HD skirt (daz3d), The above Lace stripe patron "ZdgOctagonBase64_01001".
    Out of sight "Strapless Intimates" underwear (daz3d), "ZdgScraps001Base03003_512", Opacity 100% (no map).
    Hot Mess over-shirt (daz3d), "ZdgOctagonMesh32_02001".
    Waverly Swim top (renderosity), "ZdgMeshTrus32_01003b".
    "Dance Practice for Genesis 2 Female(s)", Arm-bands and Leg-bands (Daz3d), Ends "ZdgMeshTrus32_01003b", Midsections 1 and 2 "ZdgOctagonMesh32_02001".

    "O", the outfits in this post are all done with the Daz Default shader. The only 'Velvet' effect, is with real Displacement.

    Random thoughts. Real cloth is not perfectly opaque as there are gaps between the treads, and real lace is not perfectly consistently semitransparent. Now a big part of how cloth hides the stuff behind it, is the shadows cast by the threads makes the area behind the cloth darker, thus making it rather difficult to see threw (That's a good thing most of the time, lol). And the one or two pixels of flesh-tone here or there realy is not noticeable, unless it is pointed out. And in my defense of that, the "As you wish" outfit has the opacity set to 70% with no mask at all, so my random skater of individual pixels dose not constitute nudity by any reasonable standard of reality, lol. "O" and don't bother trying to look, as they both are wearing underwear under the skirts with no opacity maps at all.

    20150609_SabIrinaFwsaWachiwi_04005c11_Settings1.png
    1200 x 1046 - 52K
    20150609_SabIrinaFwsaWachiwi_04005c11_Render_3.jpg
    1200 x 1600 - 2M
    Post edited by ZarconDeeGrissom on
Sign In or Register to comment.