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dmthurman
05-28-2003, 01:46 AM
I'm starting to texture a deck for a "Classic" style runabout, and I was wondering if anyone has the inside track on getting that really rich look with wood. I currently have a teak texture that I am not happy with, and I am going to scour the web for a Higher res image. But the secret is getting a very rich look with depth and color, not just something that shines....It's a hard thing to describe, unless you know what i mean, but wood when done right has this incredible depth to it. I've attached a ref. image of what i'm talking about, even though it's a bit washed out...
D.T.

P.S. The boat is a 1963 Riva and can be yours for only $95,000...

JIII
05-28-2003, 02:41 AM
laquered surfaces can be obtained by using a two layered shader. one is your material, one is transparent. you should probibly make the transparent one slightly larger by maybe .01 in the scale doo hicky.

but anyway this is the basic method.

derwolpertinger
05-28-2003, 10:53 AM
you can use lumas in the luminance channel, it is pretty good to simulate laquered wood and more memory saving than copying the object. i got a laquered wood file on my hd. i'll search it and post it here, it was from the bhodinut forums.

flingster
05-28-2003, 10:45 PM
would this help at all...it was taken from a car paint thread...may not be suited...credit for it goes to mdme_sadie and thirdeye.

"an inverted fresnel multiplied in the colour channel, a hdri map blurred in the environment channel, a fresnel in the reflection channel"

you could then adapt this with your image...hopefully getting that lusture and depth...tried this and luminance lumas and can get some good results with tweaking me thinksssss.

post if you come up with some nice method though.
:thumbsup:

dmthurman
05-29-2003, 03:01 AM
Ha!!! derwolpertinger, I was hoping that no one would remember that thread, I was the one that started it I believe. And that was exactly how that was solved. I refigured it out last night, so i'm off playing....:D....And flingster i'm going to follow that thread and check it out. The solution that was given in the bhodinut forum was perfect for interior wood finishes, I'm trying to figure out how to get the light to ray along the wood under a finish coat...I dunno if that makes sense but here is a quickie rendering of what i've come up so with so far...

derwolpertinger
05-29-2003, 11:10 AM
hehe, sure i remember that thread. :D
your wood already does look good, has a nice depth in it. but i think it iis missing that hard bright specular, i dunno how you set up that shader but if you used lumas just add a small hard bright specular there.

flingster
05-29-2003, 12:04 PM
yup the tricky bit is that lustre and depth your talking about...in real life probably achieved by the waxing process.

that wood you have looks special...but you need to get it looking more like the boat pic...dunno how though...maybe hdri in environ blurred would help....please keep us updated on this one.

flingster
05-29-2003, 01:56 PM
cool thread thought i'd have a go.
the best thing i learn't from this example was to put noise into specular colour channel which gives a kinda wipe mark on waxing.

the vapor
05-29-2003, 06:38 PM
I'd love to see a cherry-red version of this...

flingster
05-29-2003, 09:10 PM
not brilliant..but i tried!
:wavey:

castroman
05-29-2003, 11:07 PM
no hires pictures as I can tell, but has some referance photos if you would like to see them

btw. it is in Norwegian, but clicking the pictures shouldn't be to hard ;)

http://www.gulvnett.no/plank.shtml

dmthurman
05-30-2003, 10:53 PM
you know flingster, that's kinda cool...sort of stone like...Anyway here's a prelim post of the deck. I'm going to continue working on it till the final render....When ever that may be...

flingster
05-30-2003, 11:49 PM
Mmmmm this is going to be good...i get that feeling...
faster faster...heh heh.

(yeah couldn't really nail the texture...but wanted to try anyway...its the only way to learn really without following someone elses recipe)

please keep us posted ...any chance we can get a glimpse of the model?:beer:

derwolpertinger
05-31-2003, 10:34 AM
the woods look will also depend a lot on the environment, so just model and texture all things an then teak, ehhh tWeak :) the wood shader again.

JIII
05-31-2003, 08:00 PM
hmm you probibly already noticed this but...

the refrence pic has no texture/bump to the wood. however your wood has loads of texture/bump under the laquer.

nice looking keep it up.

AdamT
05-31-2003, 08:50 PM
I think the way to do it is to encase the wood object in a larger object with a clear, reflective, refractive material on it. I exaggerated the size of the clear-coat object here, but you get the picture:
http://bellsouthpwp.net/A/d/AdamTrachtenberg/teak.jpg

Claudio72
05-31-2003, 08:56 PM
nice and credible material adam, maybe a bit too reflective but really realistic!!!!!!!!

dmthurman
06-01-2003, 03:08 AM
I had thought along those lines. That's exactly it Adam..I had tried that once before, with very mixed results (weird finishes) was that a banji that you used for the lacquer?...It's the perfect finish, I can see the light breaking up on the wood and the clear gives the nice Gloss look........O.K. O.K..You're back to Gawd status again Adam....:D
D.T.

JIII
06-01-2003, 03:16 AM
hmm I would bet that adam used just normal transpanency w fresnal and maybe with a little bump / specular.

AdamT
06-01-2003, 04:35 AM
Exactly right JIII, except I didn't use any specular because of the HDRI reflections. The key parameters are the refraction and reflection settings. I think I used about a 1.18 refraction index and 60% reflection. The wood object only has the bitmap and I think a little specular. It would probably look better if it had a little reflection in place of the specular.

flingster
06-01-2003, 02:22 PM
yeah thats cool adamt and got a good effect...its simple as well...what about if the increase in polys? or am i miss understanding what you did?
:beer:

AdamT
06-01-2003, 04:31 PM
what about if the increase in polys?
Yeah, it will double your polys as I have it, but I think you could use a lower poly version of the color model for the clear coat object without any problem.

Brent Turbo
06-01-2003, 07:29 PM
If you wanna do a clearcoat object like that, a good plan is to copy the geometry in its exact location, don't scale it up any, and then in the material for the clearcoat, put a solid white shader in the displacement channel and displace it by about .01 (or more if you want it to be apparent) ... That'll give you the clearcoat without the funkyness of scaling. Or better yet, displace your wood object to be smaller, and model off of the clearcoat, so you don't have any clearcoat coming though your object when you displace it...

Brent

AdamT
06-01-2003, 07:39 PM
Originally posted by Brent Turbo
If you wanna do a clearcoat object like that, a good plan is to copy the geometry in its exact location, don't scale it up any, and then in the material for the clearcoat, put a solid white shader in the displacement channel and displace it by about .01 (or more if you want it to be apparent) ... That'll give you the clearcoat without the funkyness of scaling. Or better yet, displace your wood object to be smaller, and model off of the clearcoat, so you don't have any clearcoat coming though your object when you displace it...

Brent

Excellent point. I keep forgetting that trick.

flingster
06-01-2003, 08:57 PM
Brent Turbo: thats to clever...would it be possible to just have two textures...maybe something like top one displacement (mix texures on)...then bottom texture wood etc...would this work?
will give it a go...

AdamT
06-01-2003, 09:21 PM
would it be possible to just have two textures...maybe something like top one displacement (mix texures on)...then bottom texture wood etc...would this work?
No. ;)

flingster
06-01-2003, 09:25 PM
damn damn and more damn...:banghead:

An Erased One
06-02-2003, 01:20 AM
That displacement-Trick works really nice - thank you, I never realised the displacement channel could be used like that. :thumbsup:

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