Full-procedural ceramic tiles material
Re: Full-procedural ceramic tiles material
Dear all,
Here I modified the shaders so that you can look into and customize everything.
1) Take the attached igm file, and edit it with a notepad. Replace ALL the values of the following parameters by the values you want (otherwise it will not work)
- RANDOM_SHIFT_X : amount of random misplacement along x axis. Typical value 0.01
- RANDOM_SHIFT_Y : amount of random misplacement along y axis. Typical value 0.01
- RANDOM_TILT : amount of random misplacement tilt. Typical value 0.015
- ROUNDNESS : corner roundness . Typical value : 0.0001 . A value of 0.01 is quite round
- JOINT_WIDTH : space between tiles, in fraction of the tile width. Typical value : 0.014
a bigger value increases the plaster width between tiles
- EDGE_SHARPNESS : slope of tile's edge. Typical value : 20.
Decrease it for a smoother edge profile
(this may also increase the joint plaster width due to floodfill effects)
- CERAMIC_THICKNESS : height of the ceramic tiles in meters. Typical : 0.002.
- JOINT_AVERAGE_LEVEL : average level of plaster in m. Typical : 0.0006
should be > 0. If too high, may cause the plaster to cover the tiles entirely...
- JOINT_RANDOM_LEVEL : amount of plaster level waviness.
This makes nice irregularities in the tiles edges.
Values greater than AVERAGE_LEVEL will cause plaster to be non continuous
2) Open the material with the indigo material editor
-Customize the base-ceramic material. This is the base material for the tiles : you can change the ceramic color, exponenent, add a texture, etc...
-Customize the joint-clean material : this is the base plaster joint material. You may add some bump, but take care to add it to the current eval function. Do not replace the current one.
-Customize the joint-dirty material : often, the color of the plaster joint has some zones with a different color, due to dirtiness, aging, ... Set this to a similar material than joint-clean, but for instance darker or yellower, to add some realism.
Have fun!
Etienne
Here I modified the shaders so that you can look into and customize everything.
1) Take the attached igm file, and edit it with a notepad. Replace ALL the values of the following parameters by the values you want (otherwise it will not work)
- RANDOM_SHIFT_X : amount of random misplacement along x axis. Typical value 0.01
- RANDOM_SHIFT_Y : amount of random misplacement along y axis. Typical value 0.01
- RANDOM_TILT : amount of random misplacement tilt. Typical value 0.015
- ROUNDNESS : corner roundness . Typical value : 0.0001 . A value of 0.01 is quite round
- JOINT_WIDTH : space between tiles, in fraction of the tile width. Typical value : 0.014
a bigger value increases the plaster width between tiles
- EDGE_SHARPNESS : slope of tile's edge. Typical value : 20.
Decrease it for a smoother edge profile
(this may also increase the joint plaster width due to floodfill effects)
- CERAMIC_THICKNESS : height of the ceramic tiles in meters. Typical : 0.002.
- JOINT_AVERAGE_LEVEL : average level of plaster in m. Typical : 0.0006
should be > 0. If too high, may cause the plaster to cover the tiles entirely...
- JOINT_RANDOM_LEVEL : amount of plaster level waviness.
This makes nice irregularities in the tiles edges.
Values greater than AVERAGE_LEVEL will cause plaster to be non continuous
2) Open the material with the indigo material editor
-Customize the base-ceramic material. This is the base material for the tiles : you can change the ceramic color, exponenent, add a texture, etc...
-Customize the joint-clean material : this is the base plaster joint material. You may add some bump, but take care to add it to the current eval function. Do not replace the current one.
-Customize the joint-dirty material : often, the color of the plaster joint has some zones with a different color, due to dirtiness, aging, ... Set this to a similar material than joint-clean, but for instance darker or yellower, to add some realism.
Have fun!
Etienne
- Attachments
-
- ceramic-procedural-bump-customizable.igm
- (9.5 KiB) Downloaded 458 times
Eclat-Digital Research
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Re: Full-procedural ceramic tiles material
Great material, thanks a lot, Etienne!
Re: Full-procedural ceramic tiles material
Ferolina : The terracota tiles are currently being ISL-cooked... Here is a preview:
EtienneEclat-Digital Research
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- fenerolina
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- Location: Pyrenees
Re: Full-procedural ceramic tiles material
You're a genious.
It seems to be no limits for your skills.
In the material previewer they look like brick colour, don't you think?
It seems to be no limits for your skills.
In the material previewer they look like brick colour, don't you think?
Re: Full-procedural ceramic tiles material
There are limits... I'm currently trying to make these hexagonal and the shader is really becoming so complex ("usine a gaz" we would say) that debugging is a hell... But I keep trying
Eclat-Digital Research
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Re: Full-procedural ceramic tiles material
Last screenshot : still some strange look to fix (way to much bump I think) and the exagon to implement
Some terracota tiles actually look like brick. But anyway color is customizable by changing a 2D gradient texture.
Etienne
Some terracota tiles actually look like brick. But anyway color is customizable by changing a 2D gradient texture.
Etienne
- Attachments
-
- ceramic-test.jpg (148.13 KiB) Viewed 5717 times
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Re: Full-procedural ceramic tiles material
Dude, that looks amazing!
Re: Full-procedural ceramic tiles material
Your work is oustanding! Please keep going...
Re: Full-procedural ceramic tiles material
looks awesome ! I wish I understood ISL enough to make great materials like these ...
Could we have the Shader of the last one pleaaase ? I wonder how you did it ...
Could we have the Shader of the last one pleaaase ? I wonder how you did it ...
- fenerolina
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Re: Full-procedural ceramic tiles material
Hello Gallinette,
These handbacked tiles are really looking good! I don't know how far you are in the ISL but I attached some pictures I found on the net for more inspiration:
The stains on the tiles are not so visible. I also think there's too much plaster material between the tiles, and too grey/dark or maybe the tiles shoud have more thikness/displacement. They look better when the rejointer is mixed with a bit of pigment similar colour of the tiles. In the pictures tiles have some kind of polished/waxed final coat..
Thank you and sorry to bother you.
These handbacked tiles are really looking good! I don't know how far you are in the ISL but I attached some pictures I found on the net for more inspiration:
The stains on the tiles are not so visible. I also think there's too much plaster material between the tiles, and too grey/dark or maybe the tiles shoud have more thikness/displacement. They look better when the rejointer is mixed with a bit of pigment similar colour of the tiles. In the pictures tiles have some kind of polished/waxed final coat..
Thank you and sorry to bother you.
- Attachments
-
- g1.jpg (158.55 KiB) Viewed 5613 times
-
- don't like this plaster too.
- g.jpg (91.13 KiB) Viewed 5611 times
Re: Full-procedural ceramic tiles material
I'm short on superlatives after your last posts already, can't help stacking them now... super-awesome sharing of extra-cool tile randomisation !?
If you do that hexagonal stuff, I'll definitly have to revive a dormant wip... the white ceramic tiles would be in, too.
Would it be possible (rethorically speaking if you allow the redundance) to perturb the tiles parallelism against the mortar plane ? some per-tile oriented lerp over the bump/displacement would be a trivial method I suppose ?
Actually, can you model one tile object procedurally ? I'm just pushing you Etienne, nothing serious
If you do that hexagonal stuff, I'll definitly have to revive a dormant wip... the white ceramic tiles would be in, too.
Would it be possible (rethorically speaking if you allow the redundance) to perturb the tiles parallelism against the mortar plane ? some per-tile oriented lerp over the bump/displacement would be a trivial method I suppose ?
Actually, can you model one tile object procedurally ? I'm just pushing you Etienne, nothing serious
obsolete asset
Re: Full-procedural ceramic tiles material
CTZn : yes, the parallelism shaking is pretty simple. I even already tried, this was not so much visible as I work on diffuse (instead of phong) tiles now, but I'll implement somehow
Still needs some work to have everything working (hexagonal + realistic vintage tile damage) but it should work one day...
Etienne
Still needs some work to have everything working (hexagonal + realistic vintage tile damage) but it should work one day...
Etienne
Eclat-Digital Research
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Re: Full-procedural ceramic tiles material
You rock
Sadly I'm too worried about the bugs I'm generating on Maya to "have fun" with Indigo I'll pay myself a bit here, playing the smart ace. On damages (based on ceramic-test.jpg):
Basically the threshold is too low, making too large grooves.
You could add a "wear" parameter based on the tiles displacement shader (that would fit better for floors tho):
outer tile -> more wear -> less octaves(/depth) for grooves. You can even add the grooves shader to drive those octaves, deeper -> less wear. e: Uhm, or a copy of the shader, or that wouldn't evaluate I suppose.
There is often dirt accumulating around the grooves borders, below the tile surface.
You can keep the UV placement for grooves homogeneous over tiles, but play instead with a per-tile grooves threshold (grooves average width). This way the damages would be related from tile to tile without being outrageously aligned.
I feel better
Thanks for your time Etienne !
Sadly I'm too worried about the bugs I'm generating on Maya to "have fun" with Indigo I'll pay myself a bit here, playing the smart ace. On damages (based on ceramic-test.jpg):
Basically the threshold is too low, making too large grooves.
You could add a "wear" parameter based on the tiles displacement shader (that would fit better for floors tho):
outer tile -> more wear -> less octaves(/depth) for grooves. You can even add the grooves shader to drive those octaves, deeper -> less wear. e: Uhm, or a copy of the shader, or that wouldn't evaluate I suppose.
There is often dirt accumulating around the grooves borders, below the tile surface.
You can keep the UV placement for grooves homogeneous over tiles, but play instead with a per-tile grooves threshold (grooves average width). This way the damages would be related from tile to tile without being outrageously aligned.
I feel better
Thanks for your time Etienne !
obsolete asset
Re: Full-procedural ceramic tiles material
Here is my last test on terracotta. Now I will work on the base terracotta material itself, as the geometry & tile damage is quite OK I think.
Awaiting your suggestions!
Etienne
Awaiting your suggestions!
Etienne
- Attachments
-
- terracota-hexa.jpg (167.27 KiB) Viewed 5410 times
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Re: Full-procedural ceramic tiles material
You are on your own Etienne, we are left behindAwaiting your suggestions!
So... go galinette go !
What is your reference material ?
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