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Lava Earth Material?
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  • Kinetic
  • Posted: 13 November 2009 03:46 AM
  • Total Posts: 247
  • Joined: 22 August 2006 10:17 AM

Hello and thanks for your time,

I’m trying to figure out the best way to create this texture. I think procedurally is the best way to go, but so far I haven’t found any procedure maps that can re-create the pattern of the cracked earth crust like in the picture attached.
I have used cellular, noise, smoke, the free Blur’s and Beacons but none of them have the sort of flexibility that can make this pattern. It is close, but not quite.

Any ideas, or maps that I can try. how would you do it?

Cheers, P



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  • Kinetic
  • Posted: 13 November 2009 03:49 AM

here is the attached Lava EArth image that didn;t post for some reason



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I don’t know a procedural material been able to do this, but you can try to create your own “procedural” map in Photoshop using the offset filter, if something more powerful is not available.

ivan

Author: ivan iliev

Replied: 13 November 2009 10:29 AM  
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  • soulburn
  • Posted: 16 November 2009 05:36 AM

I’m pretty sure you can create a pattern like this using darktree, may be worth checking out…

http://www.darksim.com

If you want to create it using free plugins, try this. Make a cellular map. Set it to Chips. Then get the “Warp Texture” plugin from http://www.maxplugins.de , place the cellular in the first slot, and place regular Noise in the second slot. Then play with the size of both the cellular and the nosie, and the amount of warp, you should be able to get something pretty close. Note: this plugin doesn’t work in mentalray.

- Neil



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thanks soulburn,
staying within the free plugin realm, the warp texture seem pretty good! I can get a pretty close texture. If I layer on some other textures I can probably get pretty close and mabye better.
cheers, P

Author: Kinetic

Replied: 19 November 2009 07:55 AM  
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Soulburn, have you experienced rendering artifact problems when using the warp with cellular?
There is a strange checkered/blocky appearence between the cells when I render a close up of the texture.
It look pixelated actually…

Supersampling and filters does not help.
Do yu have similar experiences, or any idea on how to remove it??
thanks again. P

Author: Kinetic

Replied: 20 November 2009 03:05 AM  
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That’s a map created in Photoshop in about 10 minutes using the offset filter.
Can be made much better; depending of the reference image; I used the jpg you posted.
This is not a perfect solution, but if the tiling isn’t more than 2,5 or even 3,0, is fully acceptable. It is a simple illustration of my suggestion above.

ivan



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  • beji
  • Posted: 17 November 2009 07:26 AM

There is also Magmalicious, findable on ScriptSpot, perhaps works with Max 2010.



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  • Kinetic
  • Posted: 18 November 2009 07:13 AM

thanks for the reply(s),
I understand the offset feature in PS, but I how was it generated in the first place?
I doubt it is a texture map based on an JPG or TIFF image alone. Im pretty sure it is created procedurally. I will need to make it procedurally anyways since I would like to control it more, and animate it.

Was wondering how to make it tho?
I will try dark-horse. What else exists out there in the realm of procedure maps? Noise and cellular wont cut it. If the cellular map had a noise feature on it that would distort the edge perimeter of the “cell” or “facet”, then that could work…
Thanks P



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Inspired of a tutorial published from Philip Pilatzki in the net I tried to create
a lava material that can be modified and animated (to some extend).
Take a look, you can find better settings and maps to make it more convincing.
(see attachments)
ivan



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thanks Ivan,
this looks really good. I will experiment with it.

Author: Kinetic

Replied: 20 November 2009 03:00 AM  
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  • Kinetic
  • Posted: 20 November 2009 03:07 AM

here is the test render of “cellular” with “Warp Texture”.
Notice the pixelation between cells. This is causes by the warp texture procedure map.
anybody have any idea on how to remove it?

Sampling and filters dont work.

thanks



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