View Full Version : clay texture
felixx
09-06-2005, 08:40 PM
how to make the clay texture that you see in lost of threads
Star_Scream
10-06-2005, 03:44 AM
hmm i think you make the model grey and put a skylight to your scene. that's how i do it
Henry_B
10-06-2005, 06:44 AM
just apply a plain material, add a skylight to your scene ( doesnt matter were you put the skylight)
then hit 9 to open advanced lighning, and select light tracer , (this step is very important)
hit F9 to render and thats it
Mr. Bluesummers-3DT
10-06-2005, 11:04 AM
Quick Reply
Want to know what I usually do? Do what these people have suggested and try to render it with some nice soft shadows. But if you want to give it some extra zing, you can add a cellular or grain map to the bump slot at a very low setting (7 +- 2 in max) and with a microscopic grain factor- like .1 size or something. That will give it a rougher look that is, I think, classier than oren-nayer-blinn shading.
Star_Scream
10-06-2005, 06:02 PM
yes of course Henry_B i forgot the light tracer :roll:
Buzzy
10-06-2005, 07:34 PM
I do what they said about the skylight and stuff... but I'll set the skylight's intensity to .4 or .5 then add a regular omni or spot light with intensity of .6 or .7 and turn on map shadows... this gives the soft lighting of the light trace and some nice soft shadows as well
Star_Scream
11-06-2005, 02:49 PM
hey this is going to be a good lights and shadows topic :)
i need something like this, to learn something with lights :D
Thujalvi
25-06-2005, 04:25 PM
I get really nasty sparklies with that light tracer technique :cry:
Mr. Bluesummers-3DT
25-06-2005, 11:58 PM
**Shreak!** Don't use light tracer! It's slow and out of shape like a grandpa with too many replaced hips. Only use it if you don't have mr available and you're in need of a really accurate lighting solution the likes of which a skylight w/ shadowcasting alone cannot provide. If you have mental ray, use Jeff Patton's solution:
Create a basic skylight, set it for .5 intensity.
Create a basic direct light, and under mental ray connections assign it the infinite light shader. Instance the shader into the material editor, and give it a very white, slightly yellowish color, allow shadow casting, and turn the factor between .35 and .5 as is per your situation.
Last, turn on Final Gather at its default settings, though you can change samples around as long as you have more than about 500 samples at rendertime.
That's it. Render and you'll have beautiful, soft, and very fast GI.
All hail Jeff Patton! lol
too increase the clay look you could:
take a portion of supersculpey or whatever clay you like, push it around a bit and press it to a flat form (with your fingers! not with any other tools) then photograph that and do that again and again, till you have enough metrial, now desaturate it and use this stuff as bumpmaps :)
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