Liltle trouble with the flor

calaopiecalaopie Posts: 215
edited December 1969 in New Users

I have a little problem with the floor. After rendering, the floor looks very hilly. Needs a big close-ups on the floor, but such a hill prevent correct setting of different things on the floor. After rendering lookin like floating in the air.
About the shadows have to completely forgotten.

What to do to the floor was more flat?

xx.png
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Comments

  • JimmyC_2009JimmyC_2009 Posts: 8,891
    edited December 1969

    What floor exactly is this that you are using?

    The effect that you see, a rough pattern on the floor, is usually done with Bump or Displacement maps in the Surfaces pane. If you want the floor to be completely smooth, you may need to apply a texture or shader yourself to get the desired effect, or remove the Bump or Displacement maps.

    Shadows for all lights are turned off by default. You need to select the light that you are using, then go to the Parameters pane and select 'Shadow' and then select Deep Shadow Map or Raytraced for the Shadow Type. (the default is 'None')

  • calaopiecalaopie Posts: 215
    edited August 2014

    What floor exactly is this that you are using?

    This is "Pergola" from basic props.

    Like you see i add basic light (uber envi 2 1+ set quality 4x) and 3 point light with raytraced shadows for all.

    Bez tytułu.png
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    Post edited by calaopie on
  • calaopiecalaopie Posts: 215
    edited August 2014

    Sorry 4 double post.

    Post edited by calaopie on
  • TotteTotte Posts: 14,088
    edited December 1969

    calaopie said:
    I have a little problem with the floor. After rendering, the floor looks very hilly. Needs a big close-ups on the floor, but such a hill prevent correct setting of different things on the floor. After rendering lookin like floating in the air.
    About the shadows have to completely forgotten.

    What to do to the floor was more flat?

    Use the surface selector, select the floor and look at the bump and displacement settings. It might be that the mortar is also made through bumps, then I suggest looking at some shader that will have flat tiles and only displaced mortar.

  • calaopiecalaopie Posts: 215
    edited December 1969

    I turn off bump for the flor and now looks definitive better. Maybe too flat ,but better :)

    Thanks 4 advice .

  • TotteTotte Posts: 14,088
    edited December 1969

    OK, here is default floor and the floor using a shader.
    The floor suffers from a couple of things:
    (a) The bump/dispmap is just a greyscale of the texture, making the mortar go up, not down, and being one big texturemap it cant work in a closeup. This looks great in a distance though.

    floor-shaded.jpg
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    floor-default.jpg
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  • calaopiecalaopie Posts: 215
    edited December 1969

    Totte said:
    OK, here is default floor and the floor using a shader.
    The floor suffers from a couple of things:
    (a) The bump/dispmap is just a greyscale of the texture, making the mortar go up, not down, and being one big texturemap it cant work in a closeup. This looks great in a distance though.

    Holly sh....t, how to do that :O

  • TotteTotte Posts: 14,088
    edited August 2014

    calaopie said:
    Totte said:
    OK, here is default floor and the floor using a shader.
    The floor suffers from a couple of things:
    (a) The bump/dispmap is just a greyscale of the texture, making the mortar go up, not down, and being one big texturemap it cant work in a closeup. This looks great in a distance though.

    Holly sh....t, how to do that :O

    I used these shaders: http://www.daz3d.com/design-tool-box-flooring

    But I could do that other ways also, like creating a texture set in FilterForge, I'll show you.

    Post edited by Totte on
  • calaopiecalaopie Posts: 215
    edited December 1969

    Totte said:
    calaopie said:
    Totte said:
    OK, here is default floor and the floor using a shader.
    The floor suffers from a couple of things:
    (a) The bump/dispmap is just a greyscale of the texture, making the mortar go up, not down, and being one big texturemap it cant work in a closeup. This looks great in a distance though.

    Holly sh....t, how to do that :O

    I used these shaders: http://www.daz3d.com/design-tool-box-flooring

    But I could do that other ways also, like creating a texture set in FilterForge, I'll show you.


    :/ Is the basic shadows is something similar?

  • TotteTotte Posts: 14,088
    edited December 1969

    Made two maps in filter forge, texture and bump. used bump as displacement here
    added the maps for you to play with, set tiling to 10 btw.

    dblue.jpg
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    til1_disp.jpg
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    til1_d.jpg
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  • calaopiecalaopie Posts: 215
    edited December 1969

    Totte said:
    Made two maps in filter forge, texture and bump. used bump as displacement here
    added the maps for you to play with, set tiling to 10 btw.

    To hard 4 me (newb) ,but many thanks 4 help.

  • TotteTotte Posts: 14,088
    edited December 1969

    calaopie said:

    :/ Is the basic shadows is something similar?

    You mean basic shader? Most shaders you purchase comes with all maps plus many of them with own shaderscripts.
    You can use the basic one to use just the maps I provided.

    If you wanna learn more look at the turorials in the free DS Creative Magazine: http://www.daz3d.com/forums/discussion/42372/

    Issue 2 came today and has more (link in the last post or so) but start with Issue 1 (I wrote the turorials and they are right about what I'm now showing you),

  • jestmartjestmart Posts: 4,449
    edited December 1969

    You could use LIE to invert the bump map or set minimum to a positive value and maximum to a negative value.

  • TotteTotte Posts: 14,088
    edited December 1969

    jestmart said:
    You could use LIE to invert the bump map or set minimum to a positive value and maximum to a negative value.

    Yes, but the map has too much noise in it if you want the tiles to have a smooth surface. I tried to filter it with filterforge but as it is made from the diffuse it's very speckled and noisy.

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