Maxwell material expert needed...
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‎2007-04-21
10:40 PM
- last edited on
‎2023-05-11
12:59 PM
by
Noemi Balogh
Can someone tell or explain how to make a high quality material out of this texture: http://www.lusica.dk/walltexture.jpg ? I need to know how to make a diffuse- and bumpmap for it.
Ps: Im using Photoshop CS2
Thanks.
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‎2007-04-22 07:59 PM
I'm far away from being MR material expert, but here is what I can tell you.
1.
2.
To make such map you need to simply convert diffuse map to grayscale
3.
4.
IMPORTANT!: All the maps you want to use need to be RGB since MR will not work with grayscale maps (yet).
I strongly suggest to read MR manual first since there is a lot of info about proper approach in making MR materials.
BTW, your map is not seamless.
HTH, below is my quick try.

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‎2007-04-23 10:09 AM
Rafał
//Archicad since 4.1 version
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‎2007-04-23 01:00 PM
How long was rendering time for such preview?Around 45min, SL 12'ish, but I run this in the background during some other render, so it's not conclusive.
Usually 10-15min, SL 8-10 is more than enough for preview.
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‎2007-04-23 03:06 PM

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‎2007-04-23 11:32 PM
I have no CG background, I'm rather hobbyst so my approach might be wrong but still, it works great in everyday archiviz and only that matters.
Quick intro:
For making 99% of architectural materials those three maps (Diffuse, Bump, Specular/Roughness) are all you need. Sometimes it is enough to place only Diffuse map in every slot (this is how we do LW's materials) but it would be a shame to have such advanced renderer and not use it potential.

So why to make 3 different maps for one material? So you can control every aspect of your material separately.
1. Diffuse map - colour map of material. Make sure it is seamless and does not have any noticable shadows (like 90% of free textures have) Otherwise it will look fake if the lighting direction/power won't match the one in the map.
2. Bump map - grayscale version of Diffuse map. More gradients = stronger bump. To do such a map you need to go to:
Image -> Mode -> Lab Colour -> Grayscale -> RGB
Now you can use PS tools to clean some areas and alter others. Here the most bright should be the brick face and the darkest - mortar.
3. Specular / Roughness map - altered version of Bump map. More white = more specular. Now it is up to you what areas and how much reflective you need'em to be. Usually I do this:
Ctrl+L (levels) -> move left slider a bit to the right / move right slider a bit to the left -> judge the preview. This will add more contrast to the map and alter the reflective areas of the map. Roughness map is usually inverted version of a Specular map, so you don't even need to make one, Maxwell has such option on the fly.
Hope that was clear enough. Have fun.
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‎2007-04-25 05:40 PM

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‎2007-04-25 06:52 PM
