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  • pabloquintana

    Aann. It is simply a matter of getting the right textures. You can find some examples in Substance Source.

     

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  • ottoline

    Set the CLO3D fabric type to the special preset > leather in the property editor > then add your textures to a new fabric material in CLO3D.

    These test suede textures are recreated from a small 5cm swatch sample using the Multiresolution Stochastic Tiling Texture Synthesis approach to recreate a 120cm sample. This texture process is ideal for organic materials that are unstructured. You can try the maths behind this using their download app (github) or there is an addon that now works inside Blender image editing that you can factor into nodes.  - See video on natural material texture synthesis

    You will need the following texture image maps from a texture resource: diffuse, normal, displacement, roughness

    Below suede renders using the CLO3D vray render engine.

     

     

    Rear face (below), rougher suede

     

    You need to change the texture settings when you shift to rendering darker color suede.

     

    Multiresolution Stochastic Tiling Texture Synthesis will knock your socks off for organic materials generation from a few image resources. The smaller the sample the more interesting the texture derivative. I also tweaked their algorithm to improve it's use on structured weave repeat fabrics. Blinding fast at doing this on big images at 16k res. 

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  • aann

    Thank you - these are looking awesome!

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  • sudolisa

    Can I add my question to this?

    I tried one of Suede image and adjusted all detail as above, and finding top stitches is not visible when displacement mm is bigger than 0. Please advise.

     

     

     

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  • ottoline

    Sudolisa,

    Looks like you have some additional pattern (texture) offset on that pattern piece > maybe set the fabric texture > displacement map >  amount and shift to 0mm and see how that works.

    You must also use a normalised grey scale map for the displacement image (0-255) 8 bit. Not a color map image so you need to change that.

    I only placed those displacement values on my suede sheet render to get over some height of the floor and on the drape creasing.  For a garment you can play with these displacement values and when rendered in vray you can control the height of the texture surface plane > which is what you are seeing on the left rendered pattern piece, which is then sitting higher than the stitching.

    So use a grey scale displacement image map and set both texture displacement values to 0mm.

     

    See shadermap 4.0 for free texture map creation software.

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  • sudolisa

    Yes, if I change value to 0, stitch shows. That's the right side pattern, but I need more raised suede finish with top stitch in Rendering.

    Is there no way to add more thicker raise look with top stitch to show on this rendering?

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  • ottoline

     

    Yes Sudolisa > use the grey scale displacement texture map like I state in my post to you.

    Check you have your image map textures in the right slots in your fabric. See my road map above. Place your finger on the arrows and follow the path to where those maps should go.

     

    You may need to create that >>missing<<  texture displacement map - if that does not work - so you can use a texture map creation software for that process if you need to.

    I just think you have your texture slot road map mixed up ... so just reorganize those images you do have. And in future check out how textures are created in shadermap. Well worth the dance with your fingers on the keyboard.

    (shadermap tutorial link)

     

    Fabric textures slots. (map types)

    the 1st slot (Texture) is for the diffuse or albedo image map) usually color.

    the 2nd slot (Normal map) whoich is always purple - is for the normal map >  created from the displacement map in texture editing software.

    the 3rd map (Displacement map) is a greyscale from 0 to 255 greyscale value (black to white) image map. This creates height based on the shade of grey.

    the 4th map Roughness Map is also the same as the gloss map (inverted). That is also a grey scale map usually either light or dark.

    So after that tip-toe through the map types it is apparent you have posted your maps in the wrong slots. Which means your render delivery is 'pork'.

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