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seemingly seamless/tiled patterns

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  • seemingly seamless/tiled patterns

    does anyone have any ideas on how to make a large area of grass seem somewhat natural looking through vrayblend materials or composites through multiple bitmaps

    i hate the tiled look from a far when using grass textures or any image that is overly tiled

    thanks

  • #2
    Have you tried adding displacement to it? I apply a VRayDisplacement modifier and find that it helps a lot in breaking up the tiling effect and making the grass look better.

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    • #3
      Use a mix shader for your displacement, have one slightly lighter version of your displacement map mixed with a darker one, with a third grassy map in the mix amount. The 2 main ones map at sizes which dont go into each other, like 750x750 and 830x830, and then map the mix bitmap at something much higher like 7500x7500.

      edit: Gets you a result something like this, with reasonably natural looking clumping in areas. Ignore the trees, it's an old test.
      Last edited by Neilg; 07-04-2008, 08:36 AM.

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      • #4
        grass

        nice grass!
        Bobby Parker
        www.bobby-parker.com
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        • #5
          thanks for the tip! awesome grass

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          • #6
            any way to do this without displacement? could you do this in the diffuse slot?

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            • #7
              i will play, thanks for all the help here

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              • #8
                I tried an interesting variation of this technique. I don't have the images but I will walk you through the process. I used 2 maps for the mix maps but then I created a mask with using vertex paint. It was a fun way to play maybe overkill for many things but worth looking at if you haven't. Main problem with it is you have to have a small sub divided mesh to get clean painting.

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                • #9
                  Cubicle-do you get flickering when doing an animation of your displaced grass? (which looks killer btw)

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                  • #10
                    Cubicle, what is your displace amount if you don't mind. I usually use something like 1.5" for the vraydisplacement modifier, which I take it you aren't using, but if you have any advice for that it'd be appreciated.
                    Colin Senner

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                    • #11
                      About 250 mm - but I used two displacement maps without much contrast and mixed them with another map, so in any one area it's probably only between 30-70mm for the blades.

                      And no - no flickers at all, it was made with the intent of being used in animations.

                      tptnshp - I've not tried without displacement, it just relies on using a combination of maps in a way to add constant variation, I guess you could do it with just a diffuse.

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                      • #12
                        cubiclegangster:
                        nice grass!!! do u use standandard UVW or world coordinate one? as far as i remember 3d displacement would not work with the world one...
                        Martin
                        http://www.pixelbox.cz

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                        • #13
                          Cheers man - It's standard UVW maps, just stack them up. And 2d displacement, never got good results with 3d in an animation.

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                          • #14
                            Cubicle, care to share your render settings that yield no flickers? We always have scintillation in our displaced grass...

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                            • #15
                              Outstanding, Cubicle. Would you save your grass material as a .mat-file? -- Since I'm doing ArchViz, this would be great. V-Ray Fur is not really usefull, if rendering big areas.
                              --> http://www.tobyatwork.de
                              --> http://www.scriptspot.com/blog/toby

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