Author Topic: Texture to avoid pure white walls  (Read 14268 times)

2015-10-30, 17:41:02

pedrojlopezperez

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Hi guys!

What texture do you use to avoid pure white walls, either for interiors and exteriors?

Thank you in advance!

2015-10-30, 17:51:58
Reply #1

maru

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Hi, can you be more specific? Do you mean procedural textures? Any examples of what you would like to achieve/avoid?
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2015-10-30, 18:29:00
Reply #2

pedrojlopezperez

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Hi,

I mean this kind of textures:



They have some dirt and reflection maps which make the wall more realistic. Id like to know how to get a material similar to the example shown.

Thank you!

2015-10-30, 19:08:42
Reply #3

dubcat

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Something like this ?
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2015-10-30, 19:28:03
Reply #4

romullus

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You can look for a material you like in forum's materials board or Corona materials website, download it and study how it's made.
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2015-10-30, 20:44:44
Reply #5

pedrojlopezperez

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Dubcat, that's exactly what I was looking for. Please, can you upload individually all the maps used? And what's the difference between reflection colour and reflection glossiness?

Thank you all guys.

2015-10-30, 22:22:38
Reply #6

dubcat

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Please, can you upload individually all the maps used? And what's the difference between reflection colour and reflection glossiness?
I have a dirtmap folder where I collect all my maps, looks like the one I used is from Archinteriors vol. 42 - Scene 02, I don't want to get into any trouble by sharing it. I did a google image search on "dirtmap" and "grungemap". The first result on dirtmap looks almost identical, just invert the colors.

Viscorbel has a very good tutorial on reflections, check it out HERE. He is using V-Ray but the principles are the same.
The short answer: reflection color is how strong the reflections are and reflection glossiness is how sharp/blurry the reflections are.
« Last Edit: 2015-10-30, 22:42:10 by dubcat »
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2015-10-30, 22:45:56
Reply #7

pedrojlopezperez

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Thanks Dubcat, i will have a look at it

2015-10-31, 04:20:10
Reply #8

Juraj

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You should study Dubcat's link, which is very good, and actually does opposite of his example :- )

You don't need to use reflection map most of the time and the roughness should be represented in glossiness slot instead (as is in article).

In my bellow example my white ceiling paint is diffuse texture and glossiness map. Nothing else, reflection is white. Glossiness slot dictates both blurriness and intensity (the blurrier they are, the more intensity they loose)
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2015-10-31, 07:11:00
Reply #9

dubcat

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Juraj is right :( (Now I feel like a douche, showing off something, and redirecting to something else), that's what I get for saving old school materials in sigers material library. If you want to know why you want to leave reflection color as close to 1, check out Wikihuman, it's a goldmine.

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« Last Edit: 2015-10-31, 08:01:36 by dubcat »
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2015-10-31, 13:07:39
Reply #10

pedrojlopezperez

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Thank you Juraj,

What texture did you use for that ceiling in the diffuse map?

2015-10-31, 17:16:05
Reply #11

Juraj

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I am pretty sure I made it from this one http://www.extremetextures.com/walls/72-gray-stucco.html

I only adjusted levels for it to be white, re-sampled it into slightly blurrier 8096x8096 px texture.
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