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jeric_synergy
03-08-2016, 09:15 AM
Is there a nodal approach to two cliche spaceship textures?:


One would be the "Almost Regular Window Matrix, Spaceship Division".

The other would be the "Irregular Rectangular Plating" look.


Had a go, didn't get very far. At all, really.

Thanks. :thumbsup:

pinkmouse
03-09-2016, 02:08 AM
Ifw2.

prometheus
03-09-2016, 10:41 AM
dp_pipe might be interersing for some hull detail, but donīt think it will be useful for windows, dp shape bomber is also something one can use for creating interesting patterns..if used right, but again..probably not useful for windows..perhaps ifw2 as mentioned.

simbiont (which is free) also has some interesting stuff for mech look, but again..still not for windows...
http://www.darksim.com/Repository/tx_Techno/

Check nurnies..
http://www.shaders.co.uk/ifw2_textures/pifw2_space.htm

http://www.shaders.co.uk/ifw2_textures/pifw2_panels.htm

http://www.shaders.co.uk/ifw2_textures/pifw2_tiles.htm


shape bomber is a bit tricky, but using square and some proper settings might work.

bazsa73
03-09-2016, 10:49 AM
What is an almost regular window matrix? Any example please? I wonder if I could do it with nodes.

prometheus
03-09-2016, 11:28 AM
Not what you might be looking for with additional cost Jeric, but anyway...
http://www.liberty3d.com/store/tools/liberty3d-tools/quadpanels/

prometheus
03-09-2016, 11:44 AM
this one might be better to show...ifw2 textures, check especially around 3:47 in the clip, how the kaleidoscope procedural node is fed in to a deformer node and then distoring the ifw2 nurnie procedural node..


https://www.youtube.com/watch?v=DVWlPvpY9Mw

MonroePoteet
03-09-2016, 11:50 AM
For an OK non-nodal solution for the rectangular plating, I use an image editor (I use Corel Photo Paint) to generate a B&W noise pattern, which I then apply scaled up to the diffuse and specular channels with "Pixel Blending" disabled so the pixels aren't anti-aliased. I also use the edge detection to make a "random piping" bump texture, which is also added to diffuse and specular. Sample scene / object attached.

I've never had any luck with texture-only windows. Even with a strong negative bump map, they're flat on tangential surfaces which looks really poor. To generate "almost regular windows", I use the MG_Random_Select_MD LScript to select random polygons in the windowed area, inset them with Bevel and change the surface to "Windows", and then choose a subset of them (again with MG_Random_Select_MD) as "Lighted Windows".

MG_Random_Select_MD is located here: http://www.mikegreen.name/Lscripts.html

mTp

jeric_synergy
03-09-2016, 06:30 PM
What is an almost regular window matrix? Any example please? I wonder if I could do it with nodes.
A "totally regular window matrix" would just be spaced white boxes w/a black 'grout'. ALMOST is, some of the boxes are missing, or slightly dimmer, or a row might be half there-- that kinda thing.

Which makes me think some brick procedural might be a starting point. The trick is mixing up the regularity with just a bit of variation. That's the part I'm stuck at.

MonroePoteet
03-09-2016, 09:11 PM
A quick sample scene / object of the beveled random window technique, if you choose to go that way. The "sparse" window array was created by selecting horinzotal rings of the original cylinder using right arrow, then using "=" to hide everything else. Then, use MG_RandomSelect_MD to select some random set of those polygons (I used 35%). Use Bevel to inset them and offset them inward, change the resulting polygons to "WindowsDark". Use = again to hide everything except the Windows, and use MG_RandomSelect_MD again to select some subset (again, I used 35%). Change those to "WindowsLighted", which has an abstract, pixelated color / luminiosity to give the interior some feeling of depth.

Again, an OK solution IMO, and pretty quick to implement.

mTp

jeric_synergy
03-10-2016, 12:33 AM
Monroe, thanks very much for sharing that technique and prepping the files. That will come in very handy.

Just so you know where I was coming from: you know the cliche "giant space ship with semi-logical window distribution" look? That was my original intent, with very little discrete modeling, i.e. no dedicated polys for windows, just flattish poly areas with a nodal texture. To be true, I was also looking into insight as to adding nodal variation to regular procedurals, such as "Brick" et al.

Thanks again! :thumbsup:

prometheus
03-10-2016, 02:10 AM
Brick might work, slates too..but also dp shape bomber has some shapes you can use, I fiddled a little with it yesterday..if I get time I might post something.

- - - Updated - - -


For an OK non-nodal solution for the rectangular plating, I use an image editor (I use Corel Photo Paint) to generate a B&W noise pattern, which I then apply scaled up to the diffuse and specular channels with "Pixel Blending" disabled so the pixels aren't anti-aliased. I also use the edge detection to make a "random piping" bump texture, which is also added to diffuse and specular. Sample scene / object attached.

I've never had any luck with texture-only windows. Even with a strong negative bump map, they're flat on tangential surfaces which looks really poor. To generate "almost regular windows", I use the MG_Random_Select_MD LScript to select random polygons in the windowed area, inset them with Bevel and change the surface to "Windows", and then choose a subset of them (again with MG_Random_Select_MD) as "Lighted Windows".

MG_Random_Select_MD is located here: http://www.mikegreen.name/Lscripts.html

mTp


this can be a nice starting point...for a spherical ship like this, I would mapp it spherical or cylindrical though instead of cubic, mix with pipes procedurals etc.

MonroePoteet
03-10-2016, 07:25 AM
Monroe, thanks very much for sharing that technique and prepping the files. That will come in very handy.

Just so you know where I was coming from: you know the cliche "giant space ship with semi-logical window distribution" look? That was my original intent, with very little discrete modeling, i.e. no dedicated polys for windows, just flattish poly areas with a nodal texture. To be true, I was also looking into insight as to adding nodal variation to regular procedurals, such as "Brick" et al.

Thanks again! :thumbsup:

I've done a couple of similar projects, but I've always ended up spending time in the image editor building "window patterns" that are then applied via UV maps rather than anything using procedurals or nodes. For example, here's a 2001 a Space Odyssey rip-off:

132842132839132841

The motion blur is due to the station passing the camera and rotating slowly. This technique works in this situation because we never see the windows "side on", i.e. tangentially so the bump map looks deep throughout the animation. On any type of geometry where you see the windows tangentially, they look pretty fakey.

The space station sides use the attached TGA files on a UV map around the edges of the space station with a negative bump, color and luminosity. The TGA files were built using the image editor, a "dense" window matrix, and then the mask / alpha channel was reduced using a subtractive "Paint On Mask" with a large, square pen.

mTp

132840

prometheus
03-10-2016, 08:07 AM
yeah...creating you panels as texture letīs you design it as you want of course, then just use nodes to uv map it..or use dp image bomber.
otherwise for procedurals, I think the IFW2 textures with all itīs tiles and plates option would be the best.

prometheus
03-10-2016, 08:19 AM
this page might be of interest...if you havenīt seen it already that is..

http://www.meshweaver.com/tutorials/Windows.htm
http://www.meshweaver.com/tutorials/Aztec_Patterns.htm

MonroePoteet
03-10-2016, 08:46 AM
A quick sample scene with the sparse window texture. Took about 20 minutes, but I re-used the Noise and Edges texture from before. Even those are pretty quick in the image editor, but I've done it before.

132843

mTp