ZDG, the making of 'paint and brushes'. simple displacement and texture maps.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    I just discovered something that makes life so easy!!! Open a folder-view to where the maps are, and just drag them into the scene tab.

    Life just got allot better. :coolsmile:

    101_Drag_n_Drop_Textures_002.png
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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited June 2015

    Moire, Moire, Moire. Allot of dither as well. Well this is what I got so far, and I must go "carry speakers" now. I'll look at this later on.

    Cannot run out time. There is infinite time. You are finite. Zathras is finite. This....is wrong tool.

    EJ Niebla (Zdg custom alt shader)
    Augusta Hair
    Shiloh Fantasykini
    Summer Girl For Genesis 2 Female(s)
    Destiny Earrings 1 (FW Destiny HD)

    And a slightly revised set of color maps (128r 255g 255b, vs 128r 128g 255b), as it needed a tad more green in the darker parts.
    The "ZdgCloth" maps in this post are CC0 (Public Domain). Figures props and cloths are property of there respectful PA's.

    ZdgCloth16_TwillDiag2x1_512_002h_maskA_CynBlu2.png
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    ZdgCloth16_TwillDiag2x1_512_002h_maskA_BluCyn2.png
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    Denum_TwillDiag2x1_Guess_distanceMid_Its_a_Start01.png
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    Denum_TwillDiag2x1_Guess_distanceClose_Its_a_Start01.png
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    Post edited by ZarconDeeGrissom on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    For the hell of it, lol. Here is that TwillDiag2x1 in single-pixel format. :coolhmm:

    To illustrate the magnitude of 'Macro' and 'Micro' features, lol.
    The maps in this post are CC0 (Public Domain).

    ZdgCloth04_TwillDiag2x1_001maskA_BluWht1_512n.png
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    ZdgCloth04_TwillDiag2x1_001maskA_BluCyn1_512n.png
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    ZdgCloth04_TwillDiag2x1_001_512_n.png
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    ZdgCloth04_TwillDiag2x1_001_512.png
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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    And the same thing again, 2-pixel-width. Chat later y'all, I must run.
    The maps in this post are CC0 (Public Domain).

    ZdgCloth08_TwillDiag2x1_001maskA_BluWht1_512.png
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    ZdgCloth08_TwillDiag2x1_001maskA_BluCyn1_512.png
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    ZdgCloth08_TwillDiag2x1_001_512_n.png
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    ZdgCloth08_TwillDiag2x1_001_512.png
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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited June 2015

    Satin weave. The cloth Satin usually has incredibly small thread, and probably is best achieved with a high-gloss Specular setting with a hint of Velvet affect. As for the weave that also has the name, the distance between Binding Points is often far more then three as in the one I uploaded on the last page.
    http://www.daz3d.com/forums/viewreply/837962/

    Here is one with the length at 7, plus a Binding Point, for a 8x8 thread patron.

    Now the overall patron of Binding points, gives me an idea, I'm going to play with that thought next.
    The maps in this post are CC0 (Public Domain).

    ZdgCloth16_Satin8x8b_001spec2_512.png
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    ZdgCloth16_Satin8x8b_001_512_n.png
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    Post edited by ZarconDeeGrissom on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited June 2015

    And a possible Color mask for the above Sateen weave.
    The map in this post is CC0 (Public Domain).
    (EDIT)
    And here is a little teaser of what came to mind. I'm not sure yet if I should call this a 'Dither' or a 'Fractal', lol.

    ZdgDither_Satin_WIP001crop1.png
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    ZdgCloth16_Satin8x8b_001MaskA1_LimePink_512.png
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    Post edited by ZarconDeeGrissom on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    A brief test render, and it is a 'Dither' despite the patron being somewhat Fractal in nature.

    "O", There is no reason ti just use them as named. For example replacing 'Spec1' with 'MaskA1' in the Specular color dose give a cool effect that is different from what 'Spec1' produces.
    The maps in this post are CC0 (Public Domain).

    ZdgDither128_Satin001005_MaskA2_512.png
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    ZdgDither128_Satin001005_MaskA1_512.png
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    ZdgDither128_Satin001004_Spec1_512.png
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    ZdgDither128_Satin001004_Norm_512.png
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    ZdgDither128_Satin001004_Bump_512.png
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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited June 2015

    Thoughts on moire patterns and workarounds.

    http://en.wikipedia.org/wiki/Moiré_pattern

    In mathematics, physics, and art, a moiré pattern (/mwɑrˈeɪ/; French: [mwaˈʁe]) is a secondary and visually evident superimposed pattern created, for example, when two identical (usually transparent) patterns on a flat or curved surface (such as closely spaced straight lines drawn radiating from a point or taking the form of a grid) are overlaid while displaced or rotated a small amount from one another. - Wikipedia.

    So what is doing it, if a texture only has one of the two overlaying patrons that cause the Moire interference patron. It's the grid of pixels that make up the render, superimposed with the grid on the textured surface. Almost any patron made on a grid and superimposed with a render-pixel array has a potential to produce this affect. Simply because the texture is made of a grid of pixels, and the render is done in a grid of pixels, that don't always line up.

    I have spent the past year looking at possible ways to get around this, and they all have a pitfall, especially if you want to have a single texture for a surface that can be rendered at different sizes (close vs distant for example). There is the simple way of making a texture that mimics the distant appearance of the surface without having any close up details. There is the All out macro texture that must be rendered at insane resolutions to escape the moire interference. And there is the slim possibility of making a fine detail patron that dose not produce Moire patrons when superimposed with a render-pixel array.


    Mimicked distant appearance. One simple way to do this is to simply 'Blur' the texture until the Moire patron is not visible in the end render. Unfortunately this removes detail that would be needed for closer renders. And the amount of Blur is dependent on the ratio of texture size vs the number of pixels it fills in the end render. If a texture is a thousand pixels wide, and in a render it is only filling one-hundred pixels, the blur must be about ten pixels in radius to prevent any Moire patrons from cropping up. Now take that texture, and do a closer render of the surface, and the lack of details will eventually become obvious, whether it is simply looking out-of-focus or it is a complete lack of texture detail. Also there are a number of surfaces that it is extremely difficult to capture how light glitters off of the surface at different angles without pre baking it into the surface, and that assumes the texture will only be used under the same lighting and angles that it was 'Backed' for.


    Macro feature texture. These textures are great for close up renders as long as the texture resolution is not to high for the rendered resolution of the texture, as mjc1016 demonstrated. These textures almost always produce Moire patrons when rendered at a distance, and it is not always desired for the appearance of the surface at a distance. A simple workaround, if your computer can handle it, is to do the render at a resolution high enough that no surface produces any moire at all, then to blur the render by about half a pixel and reduce it down to the final desired size. That unfortunately is not the best way to go for most users.


    Specific angle anti-moire-patrons. Such patrons tend to only work at specific angles of render-pixel overlay, and as such only work at specific locations on a surface being rendered from a specific angle. I have tried to make such a texture for the glitter affect of granite and spandex to no avail. It either ends up being a Macro-texture that must be rendered at insane resolution, or it ends up being a 'Backed' texture that only works at limited light and viewing angles.


    Conclusion. So there you have it. There is no texture that will work for all purposes, and not everyone will find a specific texture useful for there specific needs.
    The map and photos in this post are CC0 (Public Domain).

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    Post edited by ZarconDeeGrissom on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited June 2015

    Here is one I baked up this morning, as I was looking at a few different types of cloth. I'll add a 'Normal' version as soon as a test render is done for this (and an outfit in full).

    It's a close mimic of the weave patron of one of the 'Spandex' cloths I was looking at, and a weave of sorts on well, I'm not sure if there sweat pants of leggins (doesn't matter), lol.
    The maps in this post are CC0 (Public Domain).

    ZdgScraps32_04004_Bump2_512_norm.png
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    ZdgScraps32_04004_Opas1_512.png
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    ZdgScraps32_04004_Bump2_512.png
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    Post edited by ZarconDeeGrissom on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    I was poking around the net looking at different colors used for swimwear, and I came across this close-up image. Clearly a patron that would be quite difficult to make a bump map that would work for different scales. A map that would look good for a portrait (shoulders up), would not work at all for a full body render, and especially not for someone in a crowd.

    Just something to think about regarding that Moire patron stuff, lol. As cool as this patron is, it wasn't what I was looking for, so pleas don't try to reproduce this on my behalf. I'm only bring it up as an example.

    Swimwear_Texture_UpClose_tm_001.png
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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited June 2015

    Daz Studio Primitive Cube UV mapping.
    There was a post a long time ago in a Daz Studio Public-build thread, asking for a complete revision of the Primitive cube UV mapping.

    Now granted I have nothing other then Studio, Hexagon, and Blender. And I'm only remotely fluent in one of them (Studio). The mapping of the Studio Primitive Cube, is far more efficient then some other layouts that I have seen. Simply because there is not a single pixel on the map, that is not mapped to a side of the cube somewhere. So the space on the map, room on the hard drive, allocation of ram, to store the map is not wasted by unused pixels, unlike some other cube layouts I've seen (the cross, 'L' patron, etc).

    Now I do quite often look at the cube and ask, what side is where, and what orientation is that part of the UV map. I often just lay out the maps by trial-n-error, lol. There is a few maps around that are close, however they are not the same layout. Case and point, with that ADDR dim I made. Thing is, in MS Paint, it is easy to copy rotate and move stuff around a map image for a cube. For the ram stick, I just moved stuff around till it ended up on the correct side of the cube, lol. Then I set the XYZ scale of the 1CM cube to (x1333% y300% z10%).

    Now we have some of that stretching on some sides of the cube texture map, that was also mentioned in that post. This is where the texture map needs to be made with that in mind (like my DDR dim maps), or a different approach to the Cube is needed (similar to how I was experimenting with that Truss Obj). That will be in my next post here (I need to make some screen-caps).

    Enough already, What is the Daz Studio Primitive Cube UV mapping, lol, Here y'all go.

    Oh, and one more Epic note. Nothing in Daz Studio requires your texture map to be a perfect square! Simply decide what side is the most critical to be pixel to pixel XY 1-to-1 ratio, and make the dimensions of the map H = 3 times, V = 2 times that size. Again, look at my memory dim map dimensions for an idea.

    DazStudioCubeUVmap_01009.png
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    ADR1_dim_map_1012m001zdg2_w1603.png
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    Post edited by ZarconDeeGrissom on
  • MN-150374MN-150374 Posts: 923
    edited July 2015

    Took some of your maps to expand the Luxball-Gallery: http://www.daz3d.com/gallery/#galleries/91638/

    They are working fine on metals. Please take a look at the descriptions for details. Hope you like the outcome. :-)

    Thanks for making those maps! :)

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    Post edited by MN-150374 on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited July 2015

    MN-150374 said:
    Took some of your maps to expand the Luxball-Gallery: http://www.daz3d.com/gallery/#galleries/91638/

    They are working fine on metals. Please take a look at the descriptions for details. Hope you like the outcome. :-)

    Thanks for making those maps! :)

    That is so cool, I like it.
    I notice that some of the maps look inverted, weather by mistake or intentional, the other polarity of some of the maps looks good for thing not made of cloth. I am impressed, thank you.

    So as mentioned above in my former post, My next post, well, I got distracted, lol. So much going on, and so much to look into.


    Making a simple cube, that can have different maps on each side. Overall idea.
    I take a Primitive plane 1cm in size, and drop the attached DnArrow map on it, so I can see what side is what. Then I Duplicate that 1cm plane, and move it up (Y translate) "1.00" on the dial to make a top. Then I flip the original 180 degrees to make that one the bottom of the to-be cube. And than duplicate and move/rotate as needed for each side. the X/Y for this will be "0.50" on the dials to get the to the sides of the to-be cube.

    The 1cm thing makes getting things to line up realy easy, as the transit dials move things in cm units as well.

    Then when I'm happy with how all the sides are facing, I save it all as a scene subset (Just encase I need to fix something), and simply export the thing as a OBJ. Now I have a 1cm cube, that I can scale to any size I want (like Lego's on dietary-supplements), and each side can have a completely different map, tiled as I need for making things like floors, speakers, or what-not.

    Turning the 1cm cube into a 1inch cube is also super simple. Import the 1cm cube OBJ, set the scale to "254.00%", then export that as a OBJ called 1inch cube. Then that 1inch cube can be made into a 1foot cube, again using the same method, tho scaling it "1200.00%".

    *Why did I not just use the UV mapper, well, This method can be used to make more complex things as well.
    Coffee cup fixing time, brb.

    ZdgDnArrow_cc0_001.png
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    Post edited by ZarconDeeGrissom on
  • FistyFisty Posts: 3,416
    edited December 1969

    Or just load one cube, go to the polygon selection tool, tool tab, then assign different matzones to the different sides..

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited July 2015

    Fisty said:
    Or just load one cube, go to the polygon selection tool, tool tab, then assign different matzones to the different sides..
    Is there a simple way to rotate the maps on the sides with that method (get that arrow to point a different way)? I only ask as I've never tried that, and I did need the orientation of the map different on a few sides, some time in the past..

    'O', as for the making more complex things, here is an example of the last thing I made with just cubes. It's was a need this in a pinch simple thing to illustrate an idea, lol.

    Example_ExportedPileOfCubes_001.png
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    Post edited by ZarconDeeGrissom on
  • FistyFisty Posts: 3,416
    edited December 1969

    Nope, not with that method unfortunately. Your way is better if you need to rotate.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    Fisty said:
    Nope, not with that method unfortunately. Your way is better if you need to rotate.
    or have a cube with a missing face, like an open box.

    Now, I'll be honest, there is allot of things you can't easily do with daz studio primitives, tho it is a simple way to make simple things, almost like playing with Lego's.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited July 2015

    Now, in Fisy's defense. Using that zone thing, is a good way, to stylize stuff you got from some where else, like a shirt. I've just never dove into that, yet.

    I have managed to use that brush thing, to make a corner of a cube move with a bone once. I suspect it is not much different.
    (EDIT)
    Here is a good example. Adding a hem to the border of that cool shirt, so you can make it a different color, or not have lace-patron fringe hanging in mid air..

    MidAirFringe_001.png
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    Post edited by ZarconDeeGrissom on
  • FistyFisty Posts: 3,416
    edited December 1969

    or have a cube with a missing face, like an open box.

    That you can do, you can just hide or hide and then delete polygons. It would be a single poly thick though and you'd see the backfaces inside the box, so it would work but I think for that your method would still be better so you could keep a little thickness to the sides.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited July 2015

    So, Here is that Truss Idea. It is a cube as described, and here I set the X scale to 800%, and set the tiling of each surface accordingly.

    So, now I have a cool looking beam, that I can make stuff with, lol.
    (EDIT)
    And with cool cubes like this, and some with the sides at 45 degree angles, all kinds of cool stuff is possible, like in the example render atached.

    TrussIdea_MoreComplexOne_001.png
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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2016

    I have not posted much here lately, and it was not a lack of interest, just a lack of time.  I was setting up a set of test maps, and I am utterly surprised how well they look on the Daz Default shader. So here they are.

    ZdgCloth16_Satn4x2a01_007_Bump1.png

    ZdgCloth16_Satn4x2a01_007_msk1_PnkBlu1001.png

    ZdgCloth16_Satn4x2a01_007_Spec1_1001.png

    I also hereby declare these four maps CC0 (Public Domain). Have fun y'all.

    (EDIT), this bump map may possibly be a tad better as Displacement to an extent. I set the edges of the threads closer to 128 instead of what it was before.

    ZdgCloth16_Satn4x2a01_007_Bump2.png

    ZdgCloth16_Satn4x2a01_007_Bump1.png
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    ZdgCloth16_Satn4x2a01_007_msk1_PnkBlu1001.png
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    ZdgCloth16_Satn4x2a01_007_Spec1_1001.png
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    ZdgCloth16_Satn4x2a01_007_Bump2.png
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    Post edited by ZarconDeeGrissom on
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