PDA

View Full Version : wood prochedural in 3ds max.


BenDstraw
03-11-2006, 07:13 PM
i was planning on making a scene with a tree as the center of focus in the composition. ive seen a wood prochedural tutorial on 3d total but it was more of a polished wood for tables kinda thing.

i want a more natural look. The only ideas i have so far are making a raytrace material and adding a noise map to the diffusion channel with y tiling set .2 and adjusting making it stretch vertically while adjusting some level and phase. then i want to duplicate that map and add it to the bump chanel. but im not sure what to do with the diffuse. Just make it straight brown?

This is all just pre-planning i havent even opened max for this project yet. i just wanna get some ideas out. if anyone has any ideas to add or have any suggestion id love to hear it.

ps: id love to use a texture but i suck at texture making so thats why im using prochedurals.

Thanks,
Ben

soulburn3d
03-12-2006, 05:17 PM
Well, first, does the map have to be procedural? I'd personally get a good photo of the tree bark I wanted, make a large tilable map and then apply it to my object. Trees are complex shapes, but I may use something like say the plugin "Texture Layers" which has spline mapping, to map my tree.

If you really want to go the procedral route, look into darktree, it has a few bark type textures that are pretty decent.

- Neil

CGTalk Moderation
03-12-2006, 05:17 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.