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neilp
08-23-2011, 09:17 AM
I am trying to recreate the stained wood effect seat detail from the attached photograph, does anybody have any idea of how to do something similar, I've tried messing with the wood procedural in 9.6 but im no where near! Boo Hoo

lightmann
08-23-2011, 09:54 AM
i always start texturing in procedural way,(i love the results)but if you want photorealism one texture isn't enough, you ll need more layers in different blending modes in order to break artificial appearance. i find basic and crucial alpha and displacement blending modes (between 2 procedurals like a minimum),also gradients to modulate and isolate components of a same procedural to reenforce areas.i think nodes are more powerful and a big time saver but stacks are also very useful and straight forward.So test a little deforming the basic procedural wood with other procedural(like turbulence) and making subtle changes with procedural alphas.

Myagi
08-23-2011, 10:00 AM
Isn't the problem with procedurals for this partciular case, that they're volumetric textures. So you'll get the seat to appear as if it was cut out of a solid piece of wood (ie. wood rings either on the seat or the back). The real chair is made of flat (sheets of) wood that has been bent, so it might be a better approach to use UV mapping to unwrap the chair and an image based texture?

neilp
08-23-2011, 10:19 AM
Agreed Myagi - trying to find an image map of wood grain that size is proving dificult

Myagi
08-23-2011, 10:51 AM
You could render out a texture from LW, using procedural wood on a flat surface, if you manage to get it looking like you want on that.

I think there might even be a a plugin (possibly DP Kit) that allows you to make a nodal based image, so you can use procedurals to create an image map, and then apply it through UV mapping. That would save the extra step of first rendering out an image map.

The LW bonus content dir also has one or two wood textures where using a portion of the texture might work well. Or browse the wood surfaces on preset central (http://www.presetcentral.com) (the Table one could be a candidate as a base to work from).

cagey5
08-23-2011, 11:40 AM
I agree with the UV route. Have a look at some of the links from the following page. May be somethng useful there.

http://www.mligg.com/?p=247

Trevor
08-23-2011, 12:04 PM
I agree with all here, if you are going for photo real, then you cant beat using real photo textures.
However, you can get procedural textures to behave without having to use uv's by using a quick morph map.
I knocked this up real fast, its only one procedural (wood) but could be expanded apoun.
Hope this helps some.


http://www.trevorstephensmith.net/images/wood_chair.jpg

neilp
08-23-2011, 02:44 PM
Trevor that is perfect for what i'm doing - could you upload or email the object to use your set up or embelish.

Neil

Iain
08-23-2011, 03:57 PM
This approach is fine in principle but like all procedural texture work, it won't hold up to close scrutiny. You'll need a decent texture map for anything other than amateur stuff.

Let me know if you want me to email you some jpegs.

neilp
08-23-2011, 04:02 PM
Iain - texture maps would be fantastic if you don't mind emailing them.
neil at digitalcrush dot co dot uk.

many tha:thumbsup:nks

Trevor
08-23-2011, 04:04 PM
Sure here you go.
Basically, make a morph map in this case the chair bent, and change the base so that the geometry is flat. That way when you apply a procedural texture it can be applied on one axis.
When you apply morph mixer to retain your item shape, LW keeps the texture alignment.

JeffrySG
08-24-2011, 09:45 AM
I'd also suggest looking at http://cgtextures.com/ for some great free photo textures.

Iain
08-24-2011, 10:15 AM
I'd also suggest looking at http://cgtextures.com/ for some great free photo textures.

Yeah there's some ideal textures there for what you're after.

prometheus
08-24-2011, 12:10 PM
If you can find textures..sure go for that.

Uhmm..I made some procedurals of wood walnut for lockers, I might share that, but donīt know if you could use it and it wouldnīt match what youre after exactly,You would have to modify it.

Unfortunatly this image is to small to see how it looks like, when I get back to work tomorrow I can post a bigger image and perhaps the procedural itself.

Thereīs a neat little free program called wood workshop, you might wantīto try out.
http://www.spiralgraphics.biz/ww_overview.htm

Thereīs also a free shader from simbiont wich has a wood shader..
plugin..here
http://www.darksim.com/html/download_simbiont2.shtml

Shader files
http://www.darksim.com/Repository/index.html

Hereīs direct to wood samples and the shaders of wood
http://www.darksim.com/Repository/tx_Wood/

The texture on that chair isnīt that advanced for an absolute need of a true photo texture, if you tweak it good you should be getting good results from procedurals.

Michael

Iain
08-24-2011, 12:16 PM
I have never understood the use of procedurals in realistic work.

Photo textures are widely available (and we all have cameras for those elusive buggers,) they are easy to use and adjust and they always look more convincing, in my opinion.

But hey ho, each to their own.

prometheus
08-24-2011, 12:22 PM
I have never understood the use of procedurals in realistic work.

Photo texturess are widely available (and we all have cameras for those elusive buggers,) they are easy to use and adjust and they always look more convincing, in my opinion.

But hey ho, each to their own.

Well ..that chair sample doesnīt have much wein detail in it..Iīd rather go procedural instead of trying to find right image..or take photos wich means setting up good lighting etc and having the real life chair there.

As long as you tweak the procedural and have the photo reference alongside, Im sure no one could tell when finished.

But this is regarding this photo reference, some other wood or furnish might be more trickier to get right.

for my samples of locker with walnut texture...I was browsing around and just couldnīt find what I was looking for, and samples of how the real thing would look like wasnīt big and not useful to
take photos of...I tried several photo textures of walnut types..but it looked like crap.

Michael

prometheus
08-26-2011, 01:56 AM
Hereīs a bigger sample of a locker I made, just lightwave procedurals, I could have spent some more time thou tweaking to a little bit more realism.

Michael