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node generated textures
Posted: 24.10.2016, 21:13
one nice thing about using blender nodes to make textures is
--- Seasons ---
mind you each of those 2k maps takes 12 minuets to render
Posted: 27.12.2016, 02:08
just having some fun
one more cloud texture and a node set up for it
Posted: 27.12.2016, 14:20
Nice! I have just discovered Gimp has map and cloud pattern functions...
Posted: 29.12.2016, 00:20
been rewriting the node set up in blender for planets
and a shaded relief ( gimp-2.9.4 was used for the shading )
Posted: 29.12.2016, 14:02
Very nice, but why are you using bump maps on the actual surface textures?
Posted: 29.12.2016, 14:20
What do you mean by the phrase "bump maps on the actual surface textures" ?
Are you referring to the regions which are white in both types of images?
The white areas on surface texture images depict snow and ice. Snowfall happens both at high latitudes, near the poles, and at high altitudes, on mountaintops.
The white areas on the bumpmap images indicate the highest altitudes: the mountaintops.
Posted: 29.12.2016, 14:39
selden, I mean I make planets in Celestia using 4 maps: surface, specular, bump and cloud maps.
Surface maps are (at least for me) pictures of the planet's imaginary flat surface as you can see every part of it from above at noon. They don't have depth or 3D perspective.
Bump maps are creating shadows. This creates the illusion of a 3D surface.
Added after 8 minutes 20 seconds:
What I mean is that surface maps are uniformly illuminated...
Posted: 29.12.2016, 14:48
If you are referring to the "shaded relief map" that JohnVV includes with most of his posts, that's for your visual enjoyment, not for use in Celestia.
In his most recent post, for example, he included a bump map, a surface texture map (which is illuminated as you describe) plus a shaded relief map.
Posted: 29.12.2016, 14:51
Oh I see. That's OK. But it seems like some kind of shadow or depth for me...
Added after 1 minute 59 seconds:
I'm talking about the shaded relief map...
Posted: 29.12.2016, 18:17
most people can not visualize what the surface will look like with the height data
so i add a "shaded relief" for visualization
this is also why i post a 8 bit copy of the 32 bit heightmap
it is very HARD for people to see data in flotation point images ( values between 0.000000000...0 and 1.000000...0)
Normalmaps are what i use BUT it is hard to read them
in the 8 bit normalized image
it is easier to see the topography
Posted: 29.12.2016, 18:24
The bump map is really good! I understand your reasons and from far away the planet looks more real this way. But first it seemed somehow too artificial...
Posted: 30.04.2017, 11:52
The Texture Coordinate node is commonly used for the coordinates of textures, typically used as inputs for the Vector input for texture nodes
Posted: 14.05.2017, 16:26
The Texture Coordinate node is commonly used for the coordinates of textures,
while true using it as a input for the noise gives good results and allows for easy changes in the output