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ckeyes888
08-16-2017, 06:50 AM
Hey,

I was hoping there would be some nice ground presets in the trial version I'm trying
but don't see any. I could really use some that simulate a flat, rough with some
scrubby vegetation look. The look I'm after is of an open field in the fall.
Maybe someone could point me to some to download?

Thanks,

Carl

Markc
08-16-2017, 11:31 AM
137685

This is the standard nature presets that come with LW.

THIBAULT
08-16-2017, 11:41 AM
Prefere real displacement texture !
https://www.rd-textures.com/

djwaterman
08-16-2017, 10:58 PM
All those standard presets that ship with LW should be turfed immediately, they were designed by who know's who sometime in the 80's and are utterly pointless additions. As examples all they do is teach newbies the wrong way to make surfaces.

prometheus
08-17-2017, 09:50 AM
Hey,

I was hoping there would be some nice ground presets in the trial version I'm trying
but don't see any. I could really use some that simulate a flat, rough with some
scrubby vegetation look. The look I'm after is of an open field in the fall.
Maybe someone could point me to some to download?

Thanks,

Carl

you are on the wrong way if you think scrubby vegetation look is appliable with a simple surface procedural texture preset, a texture would help a bit, but not really what you want I would say, since you need vegetation, add instances for that, the actuall soil isnīt that hard if you know how to tweak procedurals, proīs with that if you get it right, is resolution independent when you zoom in, and no tiling, conīs is slower to render and harder to get proper realistic fractal settings correct..

and how does an open field in fall look like, must be more than one typical look , post images.

sadkkf
08-17-2017, 11:18 AM
Prefere real displacement texture !
https://www.rd-textures.com/

These look gorgeous! I still wonder what the value of purchasing these might be if I have good photos of my own and Crazy Bump. Any thoughts?

Markc
08-17-2017, 02:22 PM
All those standard presets that ship with LW should be turfed immediately, they were designed by who know's who sometime in the 80's and are utterly pointless additions. As examples all they do is teach newbies the wrong way to make surfaces.
I only showed those becuause lw presets was what was asked for :D

erikals
08-17-2017, 03:20 PM
like THIBAULT says,
www.rd-textures.com
and...
www.poliigon.com
www.megascans.se


I still wonder what the value of purchasing these might be if I have good photos of my own and Crazy Bump. Any thoughts?
should work alright,


https://www.youtube.com/watch?v=GfiFedl0l90

1r0nman
08-17-2017, 08:28 PM
wanted to find out if i'm using the poliigon texture layers correctly, if you don't mind me asking here.

I pulled a free texture from poliigon.
https://www.poliigon.com/texture/2287
137702

I use color layer on color.
~60% specularity with no texture
65% glossiness with "GLOSS" texture
100% reflection with "REFL" texture
100% bump with "DISP16" texture
and then just created a 2D textures "NormalMap" node and connected it to "Normal".

All of this plus two spotlights created the below renders. It comes out "okay." Am i missing something? Is there a better way?

137703
137704

adrian
08-19-2017, 03:41 AM
I also tried one of the Polligon free textures (Ground Forest 003) and this is what I got:

137719

I applied the texture using two nodes (inset left) and it looks just like a normal texture map applied to a plane, ie flat as a pancake. So.... what am I missing/doing wrong? Whilst the texture is nice, why would you spend all that money on something that simply isn't any better than a normal image? If I apply a displacement map then I get the rubbish result shown in inset right.

Is it just that LW is not capable of producing the supposed results you see on the websites (which look stunning)?

I'd like to think it's my lack of knowledge that is the problem here :D Assuming that is the case, any help on how to use these things properly would be hugely appreciated.

rustythe1
08-19-2017, 04:11 AM
you have to wack the sub division levels right up to get the results on the site, it wont do much to a flat solid, if you have octane then I am guessing you can use micro displacement but lightwave cant do that on its own yet,

erikals
08-19-2017, 04:11 AM
a good question,
maybe LW normal maps appear more flat,
or maybe the image should have some reflection applied to boost the 3D look.

ground forest might not be the best 3dimensional test though.

"micro displacement" i know DPont made a plugin, should work, though it required lots of memory, or something, can't recall.

adrian
08-19-2017, 06:45 AM
I don't have Octane but will check out the Dpont plugin. Even when ramping up the Sub-d levels it's still rubbish :-( The forest texture from a distance though is very nice indeed, might save a few hundred thousand grass/foliage instances....

ckeyes888
08-19-2017, 08:25 AM
Thanks for all the excellent solutions! Lots of great options.

Carl

luzlight
10-04-2017, 03:18 PM
I was wondering the same thing. Got a couple of wood normal maps from poliigon, set up a texture using nodes, add the normal map to a Normal Map node, connected the normal output from the node into the normal input for the surface node.

It should have work. But it didn't. Whatever I did, there was no difference, no sign of the normal map effect on the rendered image.

Banged my head against the wall for a couple ours trying things.

Came back a week later and banged my head for another 2 hours.

Only when the headache was sublime I Googled the thing and find the answer on a post somewhere on some forum.

So the rather obscure solution is: (I don't know why, and I don't care, It works)


Once you have loaded your normal map into lightwave, go to the image editor, select the normal map, change the "COLOR SPACE RGB" for that particular map only from Default to Linear.

After that it works beautifully. By changing the "Amplitude" in the NormalMap node, the "intensity" of the normal map can be adjusted. So the grain of the wood can be fine tuned from very soft to very strong.

You don't need a subdivided mesh, I works on a humble quad. I've attached two quick renders to show the difference.









I also tried one of the Polligon free textures (Ground Forest 003) and this is what I got:

137719

I applied the texture using two nodes (inset left) and it looks just like a normal texture map applied to a plane, ie flat as a pancake. So.... what am I missing/doing wrong? Whilst the texture is nice, why would you spend all that money on something that simply isn't any better than a normal image? If I apply a displacement map then I get the rubbish result shown in inset right.

Is it just that LW is not capable of producing the supposed results you see on the websites (which look stunning)?

I'd like to think it's my lack of knowledge that is the problem here :D Assuming that is the case, any help on how to use these things properly would be hugely appreciated.

luzlight
10-04-2017, 03:45 PM
Actually, it was in this forum where the answer was. So, credit to those who deserve it:

http://forums.newtek.com/showthread.php?145007-Normal-Map-broken-LW-2015-1-Win8-1&highlight=normal+maps