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Everything posted by Hoff_Design
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The wall on the house is tiled only on the sides and the height is set as stretch to fit. This was a block wall with stucco and paint, showing water stains and cracks. It repeats on the wall only once or maybe twice. I like the look of it. If you look close you can see I applied a similar water stained texture to the foundation as well.
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This is the scene I created in X17 to test out various textures that I am creating from images shot with my phone in our neighborhood. All the textures in this scene are from these textures except for the glass, trees and interior of house. I found it helpful to use both a cylinder and a plane to see how the textures and depth would render and how they react with the lighting (the most important part).
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Attempting to find a way to place stuff like this meter cover. I made the image have transparency in photoshop, made maps in Materialize, then set the texture to stretch to fit and applied it to a 3D cylinder and set the height to 1/8th inch. I can now move it where ever I want in X17 and resize it. I added stain to the texture to resemble rust, but in this image its pretty bright, to solve that, i would just pick the stain color and grey it down.
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The sand on the ground was a picture I took at the playground, and tiled it the best I could to avoid the obnoxious repeat pattern. It does pretty well covering a large area. The lighting needs to be adjusted in order to get the normal map to produce convincing depth to the sand. The concrete wall with the water stains is tiled only on the width. The height is set to stretch. It is the same texture as the wall with the door on it, only I added a stain to that wall on top of the texture and lowered the roughness to get a shine. Another trick I used on the concrete texture was to add the bump map from the rock landscaping to the concrete image in the library. Interesting result.
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I am surprised by how much depth I got from this burly bark texture from a normal map combined with a AO map and a metalness map. I took the picture of a tree in park near my house. I tiled it in photoshop, so it is seamless. I used Materialize to create the maps from the tiled image. The texture to the left of it is what I used for the back side of house, the deck and the doors. It has staining at the bottom which gives it weight, so I made this to tile only on the sides and when I brought it into X17, I gave the texture a width of like 120" and made the height to be stretch to fit. On the door I added a stain color to the texture and changed the roughness to smooth. With the water stains at the bottom of this texture, it is best to use this kind of texture on verticle surfaces. You can see it on the sidewall on the image attached.
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Had the same challenge. The library migrated, but most of the images were blank. Went out of PM mode and re-migrated and the images appeared. Went back into PM mode and they were gone. I ended up doing as Robert suggests above... exporting the X16 user items I wanted to bring forward to a separate file location, then importing them in X17 library. Because I migrated, I had to delete the problematic files in X17 (which were duplicates, but these were the ones that were blank images). Spent a lot of time sorting it out. Its functional now - in PM mode.
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Pretty stoked about the door texture. It is the same material that I applied to the deck, the side wall and the soffits, but with applied stain, and smoothing. (reduced roughness), this image has the bloom applied, giving the lights a slight glow. I also like how the deck picks up a little color from the wall.
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From the album: Messing around with home made textures-rendering in X17
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From the album: Messing around with home made textures-rendering in X17
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From the album: Messing around with home made textures-rendering in X17
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From the album: Messing around with home made textures-rendering in X17
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From the album: Messing around with home made textures-rendering in X17
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I understand what you are saying here... While working in raytrace mode, if I drop the samples down to 20-50 things runs much faster, then when it is time to export an image, I can bump up the samples to 350-500 to get great image quality. Thank you for the information Rob.
- 8 replies
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- ray trace
- exporting image
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For those wondering where to find the samples...here is a screenshot.
- 8 replies
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- ray trace
- exporting image
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From the album: Messing around with home made textures-rendering in X17
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From the album: Messing around with home made textures-rendering in X17
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From the album: Messing around with home made textures-rendering in X17
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From the album: Messing around with home made textures-rendering in X17
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From the album: Messing around with home made textures-rendering in X17
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From the album: Messing around with home made textures-rendering in X17
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Exported to image the following ray trace at 375 samples and it only took about 3.5 minutes. Testing textures using normal maps to create their depth, (not bump maps). Hoff is happy with the result. (all textures created from pictures I shot with my phone on my walks this last week)
- 8 replies
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- ray trace
- exporting image
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Thank you! Found the location to change the samples. I went ahead and let the 10,000 sample image render, it took 2.5 hours (first image). The standard camera rendered in about 30 seconds (third image). I changed the ray trace camera to 500 samples and it took about 5 minutes (second image). The images are below. There is very little difference between the 10K and 500 quality, but a huge difference in time. I appreciate the help guys. Eric
- 8 replies
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- ray trace
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The samples at the bottom of the screen read "45 (2sec) currently, but the Picture Export Progress pop up is 10,000. Where can that value be be changed when exporting an image?
- 8 replies
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- ray trace
- exporting image
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Testing out the new X17. I set up a scene using textures that I recently created in Materialize, and now am attempting to acquire a ray traced image of the scene. I attempted to use the screen shot in the file drop down menu and I am not sure where those went, if they were even created. My first attempt at using the export image function, I abandoned and searched for a better way...because I got a pop-up that reads, "please wait while your picture is being created..Resolving sample x of 10,000" and while this is happening I cannot continue working in the program till it finishes. I calculate the time and it will be approximately 2.7 hours while GPU is running at 99%. Maybe I am overlooking something and there is a better way? I decided to go ahead and run the export photo function and wait it out in order to see what kind of quality image it will produce, but will not be able to use the program until it resolves the 10,000 samples....I will upload the image when done. I have not tried sending to layout, so I will try to see if a raytraced image moves faster in that pipeline. The standard render generates reasonably fast as an exported image. When I am able to use the program after this process is done, I will try using an external screen capture to grab the ray traced camera view. In leu of that is there a way for the camera to go full screen? What has your experience been so far with producing ray traced images in X17? What solutions have you found?
- 8 replies
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- ray trace
- exporting image
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(and 1 more)
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