background preloader

Les secrets de Realistic Texturing

Les secrets de Realistic Texturing
In this tutorial you will discover: The fundamentals of texturingHow to use CrazyBump to generate texture mapsHow to make a realistic cobblestone material I realized that there aren’t too many tutorials out there that explain the different texture types. Diffuse, normal, specularity, displacement, occlusion. WHAT DO THEY MEAN!? We’ll be creating our own versions of those texture types using a base image, then using those textures in Cycles to create a realistic cobblestone material. Finished Result This tutorial covers how to create the cobblestone street material. Download the Finished .blend Download the texture used in this tutorial Text Version Not a fan of videos? Most people are taught that in order to texture something all you need is an image. The light doesn’t interact with the bumps in the texture, nor the gloss. A better method is to generate a normal map, specular map, occlusion map and displacement map. Adding a basic texture in Blender 1. 2. 3. 4. 5. How FLATtering Using CrazyBump

More Cycles Settings | Studio Greenleaf In the below Velvet setting example, you can see that both Sigma and Fresnel have a similar effect: Glossy Setting example: The bump map in Cycles is listed under the displacement tab. As of right now (early May ’11) it doesn’t look like you can load an image as the displacement map, but you can use the standard Blender procedural materials (clouds, marble, ect). You can adjust the map size using the “size” setting in the image above just as you would under normal Blender Internal, or using the nodes: So on to the meat of this tip, how to adjust the strength. Since there doesn’t seem to be a setting for strength, we’ll use a mix node with the displacement material on one noodle-entry and an empty slot on the other: The ‘mix’ node can be found under the ‘add > color > mix’ option (shift+A). Simple and easy! Default strength: (click for full size) Mix factor set to 0.2: Like this: Like Loading...

Related: