Creating V-Ray ceramic tile material using bitmap textures

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4 Mar, 2011 maksvel
4 Mar, 2011 # Re: Creating V-Ray ceramic tile material using bitmap textures
I stumbled recently on collections vysokokachestvennh textures Arroway textures, but do not fully understand how to use them. Help to understand all the nuances. For example, the first image texture tile, each texture map are three. Map in which the artist is present "d100" expects to use it as difuzii card with a value of 100. Map "b010", for the bump with a value of 10. A final card has the name "s100-g100-r100". I understand that this is for reflection, but exactly where to insert them? Explain to me the example of VrayMtl. And I am embarrassed to 100, with the reflection of the absolute value (there is a map all white) or Probable including Fresnel? Also, do not understand the line G


5 Mar, 2011 RenderStuff (Staff Author)
5 Mar, 2011 # Re: Creating V-Ray ceramic tile material using bitmap textures
Hello, maksvel. You must have used the html code when placing links to pictures, so for safety cut off their site and, unfortunately, we do not see these pictures. Inserts a reference to the message as it is, it will automatically become active. We did not use these textures, but judging from their names logic, all right. Letter b likely indicates Bump, d denotes the Diffuse, and s, g and r for sure, designate Specular Level, Glossiness and the Reflection, respectively. Also, it should be nominally believe that all the names are specified for standard materials, and not for specialized shaders external renderers such as V-Ray. If you wish to adjust the V-Ray material, then all you need is a little understanding of the essence of his work and personal taste. Create new VrayMtl. It Diffuse slot d throw the card. This will give the color material color tiles. Further, in the slot Reflection invest card Falloff. Come into it and click on None slone opposite the white color of the sample and to throw the card sgr. Just do not zabu%D0 s drop-down list Falloff Type: select the type of recession, Fresnel. This will cause the mat to reflect on the most tile and not reflect on the grout lines. Sorry if I'm wrong about the type of the card, but we do not see her corny 🙂 Get out of the cards on the material level and to change the value Refl. Glossines per unit 0.8. This will not mirror reflection, and a little blurred, some matte and give beautiful white glare. Now we have Bump map. Throw it in the Bump slot drop-down scroll Maps. So you pridash his mat texture. Well, that's all. There will be only a little podtyuningovat under your scene, depending on how you want to look tiles. Try it, and if you're in something hindered - write, we will help you😉


4 Mar, 2011 maksvel
13 Mar, 2011 # Re: Creating V-Ray ceramic tile material using bitmap textures
Thanks for answering! Here are the links


5 Mar, 2011 RenderStuff (Staff Author)
13 Mar, 2011 # Re: Creating V-Ray ceramic tile material using bitmap textures
On the submitted references it shows that the collection of textures made, as they say, the conscience 🙂 This universal tips for setting up the materials on any render engine to make them look exactly as conceived creators. Everything written above, of course, applies to them.


4 Mar, 2011 maksvel
14 Mar, 2011 # Re: Creating V-Ray ceramic tile material using bitmap textures
And VrayMtl not it be better to put in place fallof daw map on the Fresnel effect? I would also like to know why one is used as a bump map difuzno, color map, and other decolorized. And how much better all cards used for realistic rendering, I mean, how many slots to use maps? I understand that the textures are of different complexity, explain at least interior, wooden furniture, curtains, fabric?


5 Mar, 2011 RenderStuff (Staff Author)
15 Mar, 2011 # Re: Creating V-Ray ceramic tile material using bitmap textures
With Falloff Fresnel out a more realistic result. In addition, the Falloff is much easier to manage, achieving the desired result. Always use a more flexible and powerful tools, if it is not difficult. With regard to monochrome or monochrome cards in the Bump slot - this is one of the most common myths. In fact, the renderer in the Bump slot accepts all cards as monochrome. There is absolutely no need as the discoloring color maps and deliberately find exactly the color map for the bump. The Bump slot can be safely used color texture for Diffuse. Of course, knowing that black color shading Bump - a dent and white dais. Depending on the pattern on the card, it should be applied in the nominal or reverse mode. For example, if you have a dark tile grout with light, and you put it in the Bump slot without change, the very tiles going in your wall and grout will get out bunksuzhu. To avoid such misunderstandings, it should go to map parameters in the Output rollout set the tick Invert. Of course, there are situations when this trick and powerless. For example, when you have deposited on the tile pattern, but only grout should go, while the tile surface itself must be smooth. In this case, as if you did not use a diffuse map, rather than a smooth surface tiles on it will be depressed or embossed pattern. In this case, the only sure way is to create a separate Bump maps, with a dark grout and tiles monochromatic light. Just in case, there is no need to draw the map in color. Nominally, creating separate the Bump map, it is more rational to make black-and-white, but only because the color information does not help the cause. About the fact that it is necessary for photorealistic rendering, there is no single answer. We need all the races 8%1matrivat separately. There is a saying, "All brilliant - easy." It is quite applicable here. The smaller number of CMV realistic result is achieved tools - the better. Conversely, a large number of tricks does not guarantee a perfect result 🙂 photo realistic results, as might be expected, is determined only subjectively "by eye". If you are interested in the process of creating a particular material, it opens a new discussion on issues on the V-Ray and we have a concrete example separately analyze what is and what is necessary😉


25 Apr, 2011 mOPs
25 Apr, 2011 # Re: Creating V-Ray ceramic tile material using bitmap textures
"... Bump shading black - a dent and white dais," the question arose: what remains untouched - gray? Or is it where black dent, and where white - nothing?


5 Mar, 2011 RenderStuff (Staff Author)
26 Apr, 2011 # Re: Creating V-Ray ceramic tile material using bitmap textures
No, not the Bump-off. Or at least a dent, or a maximum elevation. It is a multi-level, and the amount of dents and elevations determined is gray. The darker it is the deeper dent than it lighter, the higher the elevation. If we talk specifically "water line", it is white. It is nil, all darker white - deepening. Quality Bump, ie the value of gradation recesses depends on the bit depth Bump maps. In particular, the Bump, made a 16-bit card will be smoother and smoother, more detailed than the Bump, made 8-bit card. It should also be understood that the Bump, this is only a visual and literal imitation dents geometry deformation occurs. This is only a visual effect. It is likely that it will be impossible to visually determine the level itself, "zero", the main effect of bump - in a visual difference.


3 Mar, 2013 ae_lita
3 Mar, 2013 # Re: Creating V-Ray ceramic tile material using bitmap textures
We must visualize a mosaic tile in interere.Vot image tiles from the manufacturer: It is clearly seen that the mosaic chips produce glare, and not all chips, but only some. In my work tile obtained without glare (iso post-processed): From the producer have the texture of the tiles: As we see it is completely white, without a hint of bliki.Polozhila in difuz. Add a map to the bump: I tried to put in a bump map or Reflect Reflect fallout - are reflected only in some cells. And no need to reflect, and white highlights. Can you please tell how to achieve the effect like the image of the manufacturer? ps render settings and light scheme of your site, for which he alone is very grateful.


18 Mar, 2013 Anton (Staff Author)
18 Mar, 2013 # Re: Creating V-Ray ceramic tile material using bitmap textures
Hello! Having invested b / w map on which some dark chips and other light to Reflect - you did the right thing. That's the way it should be, that is, one should reflect plitochki (blikovat), while others do not. But for Bump this card does not fit. The fact that this Bump map elevations and depressions, referred to white and dark colors respectively. If you think about it, you will understand that investing shown you b / w map in Bump slot you make some tiles and other raised dented. Although, judging by the photos from the manufacturer, all the chips are the same height, just one matte and glossy other. Correct Bump map for your case is white squares on a black background, where the black background is floating and white squares - chips tiles, in addition to the edge plitochek looked smooth, this card should be slightly blurred to white squares had a very clear distinction . By the way for more realism, you can invest the same as in Reflect Glossines card into the slot. Just do not forget it to invert and adjust the percentage of applications that all was right. To make beautiful reflections in the reflective chip, and correctly apply the blur map, I advise you to read about it, what do Hilight glossiness in the VRayMtl 😉


3 Mar, 2013 ae_lita
20 Mar, 2013 # Re: Creating V-Ray ceramic tile material using bitmap textures
Thank you for such a bump otvet.Chto I understand trying to achieve glare "educated bet" - that's experimenting. What do Hilight glossiness in VRayMtl read, be sure to check your advice when you have time. Then I unsubscribe about results. Thanks again!


26 Sep, 2013 anna_b
26 Sep, 2013 # Re: Creating V-Ray ceramic tile material using bitmap textures
Hello! Please help me, I cried out! I need to create the texture tile. There's no way I can. When rendering looks horrible, tiles. I tried to create texture in Corele - plitochki the mirror, flip, put different tiles. Just tried to create geometry in 3d max tile , and then impose on plitochki texture. The same nonsense. Prompt how to be? It is necessary that went 2 rows of square, then 2 with inserts, then again the square 2 of the series. This apron for the kitchen. Here tile


25 Apr, 2011 mOPs
26 Sep, 2013 # Re: Creating V-Ray ceramic tile material using bitmap textures
anna_b, show that you have obtained. I do not quite understand the question - the problem with tiles modeling or texture mapping?


27 Sep, 2013 Denis
27 Sep, 2013 # Re: Creating V-Ray ceramic tile material using bitmap textures

Hi Anna_b.

I'll start in order. At the expense of ways to implement such an idea as you: you all understand correctly, you can make and textures, and you can and geometry. Here you need to build on the result you want to achieve, and most importantly, how easy it is for you to realize this.

What I mean is: by making the tiles textures, for more or less acceptable results, more than one texture will be needed. I think you understand what I mean, here's the texture for the display, diffusion, bump, reflex, grout under the blend material, plus everything you have is not the same type of tiles and the textures are also different, and this will add more work. In general, this is a dreary and very laborious process, especially if it is not strong in the raster editor, it is equivalent to suicide and a waste of time😁

Now consider the prospects of creating such a tile through geometry. The merits of geometry will not be discussed, I think it's clear that this is the most realistic way. I just want to note that in your case it will be easier to make the necessary tiles out of primitives and lay them out on the surface, by making a tile patch of tiles you can quickly cover the required area, the tile fragment of the tile you can always save and use in other projects, changing and adjusting as you like - with textures this is much more complicated.

I would like to say, first of all, based on personal experience, I would make geometry. In general, choose you, determine which option is most suitable for you, write in the appropriate topic (or here or in the topic of geometry) and we will try to solve the problem.



26 Sep, 2013 anna_b
29 Sep, 2013 # Re: Creating V-Ray ceramic tile material using bitmap textures
MOPS, today show. The problem I have with the texturing. I tried a variety of ways. Denis, hello! I agree with you that the textures have to mess around for a long time. And the result is unpredictable. I tried to make a lesson on taylenny tiles section. Just as in Photoshop lays out - it looks cool, really seamlessly. And 3d max turns out nonsense. However, in order. Option 1 - texture made in Corele, I used 4 different texture tiles. I cut them from the original images and arranging in "random" order: Option 2 - texture made in Corele, I used 1 square tiles. Cut it from the original picture, more or less homogeneous piece picked: texture made in Corele, I used 4 different texture tiles. I cut them from the original images and arranging in "random" order: 3 option - made geometry, imposed the same texture with a uniform piece of tile: 4 option - made geometry, apply a texture using taylennogo tile area on the lesson from this site: 5 option - made geometry imposed multitekstura, there are 4 options tile pictures: Thank you guys for your answers! I must say that did not work with the bump, reflection. I want to first deal with the diffusion, that there was no repetition of those terrible


29 Sep, 2013 gus_ann
29 Sep, 2013 # Re: Creating V-Ray ceramic tile material using bitmap textures
Hello, anna_b. Geometry is the best option. It turned out well spread out, left zateksturit correctly. In all its textures that you get to get rid of the transition (light) light from dark to light. You do not have to use this particular picture, find another similar illuminated areas without, well, we need to edit or to light up in Photoshop. Then you get a good choice and repetition will not be evident.


27 Sep, 2013 Denis
29 Sep, 2013 # Re: Creating V-Ray ceramic tile material using bitmap textures
Hello Anna_b. You're doing fine, and that he tried and the method for creating tiles and showed that you get at this stage 👍 As you yourself convinced and can see in your screenshots, the tile, made geometry looks best. Now to business. In his first post, you have pointed out should look like tiles on your apron for the kitchen. So it is not clear what should be where and how many rows. I want to prepare a small splint on creating tile geometry and texturing. Come for your splint I take for example the one that you need me, just kill two birds with one stone😉. Please sketch sketched in Coral (or whatever you use you there) should look like the area of ​​the tile. For example, throw off his sketch, so that you understand what I'm saying. Follow topics about geometry and texturing, I will try to make a small step by step instructions. My sketch:


26 Sep, 2013 anna_b
29 Sep, 2013 # Re: Creating V-Ray ceramic tile material using bitmap textures
gus_ann, hello! Yes, there does not seem to be lighted in the case, and that the tile itself with a texture ... mixed. Also I thought to find something similar, but it has not yet happened. Denis will be just great if you get to do a lesson with my tile 🙂😉 Here is my apron with the dimensions: And here is a link to a site with tile http://www.bazalt-keramika.ru/acatalog/view/2204.html


25 Apr, 2011 mOPs
7 Oct, 2013 # Re: Creating V-Ray ceramic tile material using bitmap textures

Anna_b, something Denis tightened with a tutor. I will share one of the methods. As for me pretty good.
I want to warn at once - the method through the script. STOP! Do not be frightened by those who at the word "script" immediately panic.

Read to the end 🙂

So. We will use the materialIDRandomizer script from the set of SoulburnScripts known to many. To whom unknown, here is the link: http://www.neilblevins.com/cg_tools/soulburnscripts/soulburnscripts.htm

At the beginning of the page there is a step-by-step installation guide for various versions of 3dsMax. The essence of the installation is only that you need to copy the contents of a specific folder to the desired path. And these are the ways indicated in the instructions.

Further through the menu Customize - Custom User Interface we pull out the script we need to the panel or in the menu, in general to whom we like everything. I pulled it to the side panel.

If anyone does not succeed, ask, we'll sort it out together.

Let's return "to our sheep", to be exact to a tile.
Suppose we have already modeled the tile. Dimensions, geometry position - all done. It remains to "decorate".

Open the material editor and create a Multi / Sub-Object material. The number of sub-materials - the more the more diverse the tile pattern will be, but on the other hand and the more messing with the settings. I took 9 sub-materials.

I configure the first one - as standard for one tile.

Now I copy it to everyone else in Copy mode. And further, to make it more convenient to customize the materials (quickly switch to the appropriate diffuse map of each mat), open Material / Map Navigator

And alternately, choosing a Diffuse map slot for each material, I randomly change the parameters of the card diffuser. With tiling, be careful of course.

So the Multi / Sub-Object material is ready. Now we need to apply it to our tiles.
I select all the tiles, I apply and ... everything is beautiful but equally

And here, I do not remove the selection from the tiles or re-selecting those I want to apply the material to, I climb into the materialIDRandomizer script. I use the variant materialIDRandomizerUI, this allows you to configure some parameters of the script before applying. So I press the button in advance of the script. By default, the menu shows the number of different materials 1 -10

You can change this setting. The essence of it - how many different sub-materials it will apply to our selected volumes. It is logical to put a table, how many sub-materials we created.

In general, put, click Apply or Do and watch the result in the viewport.

Do not like it - repeat the procedure. But only then do not weaken to close the stack in the modifiers of the object.

The essence of the script is, as you already guessed, that each of the selected objects is randomly assigned its own ID material, according to which it "rushes" to one of the sub-materials in the Multi / Sub-Object.

If you find 2 identical tiles nearby, you do not have to apply this script again. Just choose one of these tiles and in its stack in the Material modifier, just change the MaterialID value.

In general, I recommend not to be afraid of working with scripts. Once set, try and further lay out the tiles in a matter of minutes.

And most importantly😁
That's what I got (it took 5-7 minutes)



29 Sep, 2013 gus_ann
7 Oct, 2013 # Re: Creating V-Ray ceramic tile material using bitmap textures
Hello, I would like to add that even to the absolutely correct words mOPsa. If for some reason you can not use materialIDRandomizer script, you can not be upset. At the Max has a very similar function - modifier Material by Element. From the name itself modifier it is clear that the model which is applied to the modifier should be a single or poly mesh. The essence is very simple (I will not be attached to the tile anna_b), just to show how it works: 1. Use a script Floor Generator (I have it for some reason is called the Floor Generator by mOPs😁😁😁) decompose tile 2. create a multi material, use our tiles, the tiles throw modifier Material by Element, which exhibit a number of our submaterials, and you can set the random (uniform) distribution, or to set a numeric value tiles distribution (in%). I have all 30. 3. Edit poly throws on top and just manually fix our ID plitochek those that do not like.


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