tlehnhaeuser Posted January 28, 2008 Share Posted January 28, 2008 Would anybody have the shader/settings in order to create a truly realistic smooth concrete texture? Thanks tom Quote Link to comment Share on other sites More sharing options...
janttila Posted February 4, 2008 Share Posted February 4, 2008 Would anybody have the shader/settings in order to create a truly realistic smooth concrete texture? Thanks tom 20434[/snapback] Try this, and then its just the matter of lightning, use full illumination and some nice hdr. Concrete.icc Quote Link to comment Share on other sites More sharing options...
janttila Posted February 7, 2008 Share Posted February 7, 2008 Any comments would be nice Quote Link to comment Share on other sites More sharing options...
tlehnhaeuser Posted February 7, 2008 Author Share Posted February 7, 2008 Thanks Johan, Its close and provides me a step closer. tom Quote Link to comment Share on other sites More sharing options...
Guest EricFoy Posted March 6, 2008 Share Posted March 6, 2008 (edited) Here's a pretty nice "wet cement"... 1) Play with the Specular Blinn settings to change the amount of glare reflection. 2) I think I had the bumps set a little too big. 3) Play with the Reflection and Fresnel for the wetness. Note: Has anyone else found that using "Reflection Blur" kills rendering time big-time, whereas using bumps is much faster? That's been my experience, so I always use bumps now, instead of reflection blur. P_Concrete.zip Edited March 6, 2008 by EricFoy Quote Link to comment Share on other sites More sharing options...
Cary OConnor Posted March 6, 2008 Share Posted March 6, 2008 I think the Reflection blur can really affect the performance especially is you have a lot of lights and reflections. The bumps can be faster, but might not give the exact same result. Cary Quote Link to comment Share on other sites More sharing options...
Bryan Cargill Posted March 10, 2008 Share Posted March 10, 2008 Reflection Blur and Bump Mapping are similar techniques-- but Reflection blur is more sophisticated. Bump Mapping simply perturbs the surface normal based upon an image map or shader value. The result is to 'trick' the renderer into acting as if the surface is bumpy, even though the actual geometry remains flat. This is a fast way to give the appearance of a bumpy surface without the overhead of actually modelling the bumps. The modified normal is used in all shading, reflection, and refraction calculations. This makes it great for modelling sandy, rocky, grassy, wavy surfaces. Reflection Blur similarly perturbs the surface normal. But, based upon the magnitude of the Blur, it will perform multiple samples. Each sample has a slightly different surface normal in a random direction. The results are then averaged together resulting in a blur of what the surface 'sees.' The result is less noise and more of a Blur. Also, note that Reflection Blur does not impact the surface shading-- making it more representative of a microscopic surface effect. This is great for glossy reflections. Quote Link to comment Share on other sites More sharing options...
tlehnhaeuser Posted March 10, 2008 Author Share Posted March 10, 2008 Thanks Eric and all, Were getting closer and closer. Tom Quote Link to comment Share on other sites More sharing options...
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