ugly repeating pattern in architecture shaders

Hi guys,

I have been looking for nice architectrural shaders like concrete wall, brick blocks, ground cobblestone etc. Everything I purchased from Daz3d store has a pattern that is ugly repeating (Please take a look at the image). I changed vertical and horizontal tiles from 1 to 20.

Are there any shaders that are good enough for a big wall ?

Comments

  • nonesuch00nonesuch00 Posts: 18,316

    The scale you've applied the patten to the wall is much to large, it's meant to be a tiny scale pattern.

  • So I guess all the shaders are meant to be a tiny scale patterns because I have not found on fitting the big wall anywhere in daz store. My render must be 6000 x 4000 px.

  • RedzRedz Posts: 1,459

    You could try adjusting the horizontal and vertical tiling in the surfaces pane of the wall. A higher tiling number will make the pattern appear smaller. 

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,583
    edited July 2016

    The only way for a large surface is to use a shader function such as a noise brick or marble etc that you can plug your texture into.

    there are a few 3Delight and iray mdl bricks that do this if you want to delve into the mysteries of shadermixer.

    I am not the person to ask about this but some PA products for both use these bricks and I swap out textures, the thing to look for are the words proceedural, the included iray samples and DZdefaults have some you can start with.

    http://www.daz3d.com/forums/discussion/25448/list-of-shader-mixer-tutorials-and-recipes-wip-please-be-patient-as-i-update-the-list-thanks/p1

    Post edited by WendyLuvsCatz on
  • Thank you guys!

    Sad - the shader mixer seems to be extremely complicated to dig into for my purposes. Is there any easy route ? 

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,583

    Dunno if any easier but you could just make a bigger more random texture in Gimp or Photoshop using filters to randomise the original texture.

  • FishtalesFishtales Posts: 6,162
    edited July 2016

    I did three renders with a 30m² cube and added the three Iray concrete shaders at a vertical and horizontal tiling of 30 and I didn't see too much of a repeating pattern. It is there but not too prominent. I did 6000x4000 renders which didn't show the banding that is showing in these smaller images but they wouldn't upload to the forum.

    _concrete-wall-30-001.jpg
    800 x 533 - 207K
    _concrete-wall-30-2-002.jpg
    800 x 533 - 192K
    _concrete-wall-30-3-003.jpg
    800 x 533 - 187K
    Post edited by Fishtales on
  • Oso3DOso3D Posts: 15,045
    I've been working on procedural Iray shaders that help here. The initial version I worked on is free and in my sig.
  • I am getting satisfactory resultes with this product: http://www.daz3d.com/design-tool-box-paint-and-paper

    Thanks Khory si_vincent who made it. 

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,583

    the 3Delight flagstone proceedural that will not work in iray is under shader presets, shadermixer, as it is entirely generated using brick functions it can be tailored to fit any shape

    flagstone.jpg
    600 x 338 - 81K
  • Fishtales - I see the obvious pattern. The result you showed is exactly what I am trying to avoid.

    William - I am going to download your patterns asap! Thanks!

    Sad - I can't make flagstone work (appear) on any surface....

  • Will - your procedural patterns are amazing! Do you have more ?

    Thanks again,

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,583
    edited July 2016

    Fishtales - I see the obvious pattern. The result you showed is exactly what I am trying to avoid.

    William - I am going to download your patterns asap! Thanks!

    Sad - I can't make flagstone work (appear) on any surface....

    it will not in iray as its a 3Delight shader and you will not see it in preview only in render, I am still looking for a similar free iray equivelent to share here I have plenty bought ones by vendors like Mec4D who I would recommend and also Destiny's child.

    Edited

    try Will's shaders with other maps

    I will confess I do not use much of either, I use Octane render with its own shader system when I use DAZ studio but for iray and 3Delight rely very much on other's work as a starting point

    Post edited by WendyLuvsCatz on
  • You are right Sad, I am already getting very good results with Will's shaders. They should be available in Daz store!!!!! It would have saved A LOT of my time.....

  • JimbowJimbow Posts: 557
    edited July 2016

    Try using a geometry shell with the exact same material as your base prop and a tiny push offset. Apply Will's cutout shader (not bump-cutout) with the Ctrl key pressed and choose ignore textures, and do that to both the main prop and its geometry shell (to keep them both the same material setup - you'll find out why if you don't do that). In the GeoShell's material setup, change the procedural cutout UV tilings to preferably odd numbers. On the main prop material setup, change the cutout to 1 so that there's no transparency. See the image for a comparison.

    Alternatively, you can just use a plain old black and white mask and apply it to the geoshell's cutout slot to confuse the repeats, but I don't think it works well as a procedural cutout

    Procedural_texture_breakup_JB_01.jpg
    800 x 509 - 241K
    Post edited by Jimbow on
  • JimbowJimbow Posts: 557

    Here's another example.

    Procedural_texture_breakup_JB_02.jpg
    800 x 509 - 255K
  • JimbowJimbow Posts: 557

    And this one uses two geometry shells with more distance between the procedurals' Cutout Upper and Lower Thresholds for a softer blend.

    Procedural_texture_breakup_JB_03.jpg
    800 x 509 - 237K
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