Author Topic: nylon braided cord material?  (Read 2591 times)

2024-06-30, 01:23:41

Erich

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I am wondering what the best way is too create a nylon braided cord material as shown in the attached image. I have been trying to find a texture that I could just wrap around a cylinder, but have no luck finding anything I could use. Is their a way to make this procedurally? Any help would be appreciated.

2024-06-30, 04:13:38
Reply #1

Aram Avetisyan

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Spline UV mapping and texture, a pattern will be even better.
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2024-06-30, 07:45:41
Reply #2

dj_buckley

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Are there any textures here you could adapt to the correct colours https://www.poliigon.com/textures/fabric/braided

2024-06-30, 08:11:32
Reply #3

Erich

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Are there any textures here you could adapt to the correct colours https://www.poliigon.com/textures/fabric/braided

Thanks. I don't have a subscription to Poliigon, but I may be able to do something with the "Plain Climbing Cord Texture, Black" Not sure if you can share it if you have it. :)

2024-06-30, 09:56:30
Reply #4

romullus

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  • Let's move this topic, shall we?
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If you have Substance Designer and/or Painter, i'd suggest to look at SBS/SBSAR files, since you can easily modify them to precisely fit your needs. Here's couple sites with such files, both paid though.

https://substance3d.adobe.com/assets/allassets?assetType=substanceMaterial&q=rope&sort=-searchScore
https://www.textures.com/search?q=rope

Another option would be to make 3D model of the cord and bake needed textures from it for later use in your scenes.
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2024-06-30, 18:56:06
Reply #5

Erich

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If you have Substance Designer and/or Painter, i'd suggest to look at SBS/SBSAR files, since you can easily modify them to precisely fit your needs. Here's couple sites with such files, both paid though.

https://substance3d.adobe.com/assets/allassets?assetType=substanceMaterial&q=rope&sort=-searchScore
https://www.textures.com/search?q=rope

Another option would be to make 3D model of the cord and bake needed textures from it for later use in your scenes.

I don't have Substance and its not something I have ever used, but thanks anyway.

2024-07-01, 10:49:57
Reply #6

dj_buckley

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Are there any textures here you could adapt to the correct colours https://www.poliigon.com/textures/fabric/braided

Thanks. I don't have a subscription to Poliigon, but I may be able to do something with the "Plain Climbing Cord Texture, Black" Not sure if you can share it if you have it. :)

£12 for a month would allow you to download that asset and 3 others.  I do have it, but I ain't risking my own subscription publicly for the sake of a £3 texture.

2024-07-01, 15:59:28
Reply #7

Aram Avetisyan

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Here is something quick I did (I missed such stuff).

It is done using pattern modifier. Hope it is good enough for you to get the idea.
The same pattern can be made as a texture as well, which I think is better in this case.
Aram Avetisyan | chaos-corona.com
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2024-07-01, 17:31:11
Reply #8

Erich

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Here is something quick I did (I missed such stuff).

It is done using pattern modifier. Hope it is good enough for you to get the idea.
The same pattern can be made as a texture as well, which I think is better in this case.

Hi Aram. Thanks so much for sharing this! It's incredibly impressive how you achieved this in such a seemingly straightforward way. However, your approach goes a bit over my head at the moment (I'm still a newbie at this.). Would you be willing to break down the process for me in more detail, or perhaps point me towards some tutorials that could help me learn how to do this myself?

2024-07-01, 18:22:40
Reply #9

TomG

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https://support.chaos.com/hc/en-us/articles/7713194687633-Corona-Pattern-Modifier-3ds-Max and
, should cover the basics of using Pattern in Max. Hope this helps!
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2024-07-01, 19:03:04
Reply #10

Erich

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https://support.chaos.com/hc/en-us/articles/7713194687633-Corona-Pattern-Modifier-3ds-Max and
, should cover the basics of using Pattern in Max. Hope this helps!

Thanks Tom. Unfortunately that video doesn't actually explain anything! He just shows what is possible. There is no detailed explanation of how to actually do it.

2024-07-01, 19:22:18
Reply #11

TomG

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Yep but the help desk doc goes into detail :)  (There are two links in the post, the second being the video as it is not so useful but does at least let you see when to choose between the various options).
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2024-07-01, 19:42:34
Reply #12

Erich

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Yep but the help desk doc goes into detail :)  (There are two links in the post, the second being the video as it is not so useful but does at least let you see when to choose between the various options).

Oh, sorry, I missed the link to the help doc. Thanks again! :)

2024-07-01, 19:56:52
Reply #13

Erich

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Here is something quick I did (I missed such stuff).

It is done using pattern modifier. Hope it is good enough for you to get the idea.
The same pattern can be made as a texture as well, which I think is better in this case.

Hi Aram. I was looking at your setup and I think I understand most of what you did, except for the box that is in the pattern geometry. what is that used for? Also, for the pattern geometry texture, you are plugging in a gradient ramp into the base aniso, but then the amount given for the Anisotropy in the Corona physical material (Material #37 & 25)= 0. In my mind this should mean that there is no anisotropy. However, I did notice the effect of having it - it adds those subtle gradients, but it just doesn't make sense to me why it has any effect at all if the amount is set to zero in the material. Sorry if this a an obvious point, but I am just trying to understand (as I said, I am a newbie).

Also, I am unsure about what you meant when you said "The same pattern can be made as a texture as well.". How would I go about making the pattern into a texture?

2024-07-01, 21:05:24
Reply #14

TomG

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Not had a look at the scene, but the box in the pattern geometry should be the crop box - it cuts out what parts of the geometry will be repeated. When modeling some geometry for a pattern, to ensure everything aligns perfectly, it's usually best to make the pattern geometry larger than you need, that is, it already repeats. Then you cut out the smaller part that represents just one repeat.

On the second item, in Corona if something can be mapped, it either takes its value from the number, OR from the map. If there is a map plugged in, the number is ignored (it does not multiply or add with the map, but gets entirely replaced).

Hope this helps!
Tom Grimes | chaos-corona.com
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