Hi all,

 

How easy/difficult would it be to create a procedural leather texture? Is this something that can be easily added to Brazil?

 

Alan

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Hi Alan,

There are two approaches now that are worth exploring. The Noise texture in the bump channel of a BAM and the Skin type of the BAM shader. The latter can be slow due to sub surface scattering but you can tweek the depth to be less in order to speed things up, but this is scene specific. 

Personally, I prefer using tileable photos versus procedurals. Here's an rmtl file I made with one of my own textures. You can use the png file in a BAM if you want more options. 

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Thanks Brian. I'll try the noise/skin approach and see what I can get out of it. The only isues with using a photo and corresponding bumpmap, is scaling across different surfaces. Procedurals seem to handle this with ease and you can apply knowing they will work every time. Not so with a graphics image.

Of course the problem with procedurals is that they tend to scream "computer-generated."  I don't think there is a noise pattern in Brazil at present that could make the "cellular" sort of structure to the grain? It is a tricky thing for sure....

Brian,

 

The link for your leather rmtl sample opens in word when I try to download it, I'm not sure what I'm doing wrong?

The leather samples from flyingArchitecture look great but they are for Vray, can they be converted to Brzil materials?

 

Thanks so much,

 

Howard 
 
Brian James said:

Hi Alan,

There are two approaches now that are worth exploring. The Noise texture in the bump channel of a BAM and the Skin type of the BAM shader. The latter can be slow due to sub surface scattering but you can tweek the depth to be less in order to speed things up, but this is scene specific. 

Personally, I prefer using tileable photos versus procedurals. Here's an rmtl file I made with one of my own textures. You can use the png file in a BAM if you want more options. 

There is in SR3 Beta - look at the two cellular textures.

 - Andy

jim.carruthers said:

Of course the problem with procedurals is that they tend to scream "computer-generated."  I don't think there is a noise pattern in Brazil at present that could make the "cellular" sort of structure to the grain? It is a tricky thing for sure....

Hi Howard,

The rmtl file format can be dragged and dropped into an open Rhino viewport or imported into the Material panel. In both cases, you'll find the material in the Materials panel after that. 

Howard Trott said:

Brian,

 

The link for your leather rmtl sample opens in word when I try to download it, I'm not sure what I'm doing wrong?

The leather samples from flyingArchitecture look great but they are for Vray, can they be converted to Brzil materials?

 

Thanks so much,

 

Howard 
 
Brian James said:

Hi Alan,

There are two approaches now that are worth exploring. The Noise texture in the bump channel of a BAM and the Skin type of the BAM shader. The latter can be slow due to sub surface scattering but you can tweek the depth to be less in order to speed things up, but this is scene specific. 

Personally, I prefer using tileable photos versus procedurals. Here's an rmtl file I made with one of my own textures. You can use the png file in a BAM if you want more options. 

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