i want to make some paper but i can’t find a right way to do it anyone help? thx!
and i don’t get the new subsurface scattering node( that’s an extra) anyone help?
can you elaborate or show a pic for what you want to do!
and is this for cycles or BL?
happy cycles
still does not tell me which one
in cycles or BL ?
and is it image texture or Procedural texture ?
need more info here!
happy cycles
Sometimes I wonder if you even read the thread you reply to, RickyBlender. This is not the first time you’re replying without paying any attention. And this time even fail to do so when it has been pointed out to you.
Cycles paper shader, C Y C L E S if it wasn’t clear the first and second time. And I don’t even begin to wonder what is “BL”. If anything, you’re confusing the OP, not helping.
Sorry for the offtopic, 1832vin, couldn’t hold myself any longer.
Sorry for the offtopic but have to anwer that
sorry english is not my first language and i may miss interpret or translate it
so i prefer to ask more specific questions
Did the person here knows English or not and use google translation may be !
you never know how the questions are written in forums !
also what is the user’s knowledge level basic interm. advance ?
sometimes you have to guess or read peoples mind to understand what is needed
paper here reminded me of the paper modelling uwnrapping script!
and in any case have not seen a lot of paper texture even in 2.49
but still an interesting challenge if we can get the kind of paper texture required!
note:
maintenant tu peux me repondre en francais si tu veux des reponses tres precise et rapide l’anglais n’est que ma seconde langue !
normalement je n’utilise pas google pour traduire en anglais parce que la traduction google est tres mauvaise et trop mot a mot et peut donner de tres mauvaise traduction en anglais!
salutations
Being non-native English speaker sounds like a good excuse, but it’s only so far as you can go with it. It would be understandable if the OP stated what he wanted to achieve in a cryptic manner, like some users do. However, the title of this thread contains both words: “cycles” and “shader”. How could you rip only “paper” out of it and take it for paper modeling is beyond me.
Please, at least try to pay more attention to the words you see if you have language barrier problems. Please understand that I am not trying to insult you, it’s just that when you insert remarks or questions completely unrelated to the discussion or question you may mislead the author or bring confusion to the thread.
P.S. I am not a native English speaker myself.
In regards to subsurface scattering node: the manual may be of some help. Also, this great article by Ben Simonds explains SSS usage really well. Yes, it’s for Blender Render and for skin, not for Cycles and paper but really, once you get to know the principles you can apply the knowledge in any engine (given tools, of course).
Basically, Color input is best viewed as probability factor: the more the value for R, G and B, the more chance that this wave will be reflected. Scale input is needed to bridge a gap between Blender scale and real-world size (the article explains that). Radius input is the scattering radius (distance). Since red, green and blue can be scattered differently, it is a vector that holds radiuses for red, green and blue wavelengths (“channels”). Lastly, the Normal input acts the same way it does for e.g. Diffuse and Glossy shaders: it provides surface normal at the sampled point. You can control surface shape with normal/bump maps using this input.
Later when I’m at home I’ll try to cook something up in regards to the shader itself.
Have to say I’m not 100% sure what OP is really asking for either. Bump, coloring schemes/patterning effects, or general shading? For general shading, wouldn’t combining diffuse with translucency do the trick? I mean, you get a diffuse front surface, with the possibility of shadows showing up on the backside. For bump/texturing and patterning, I’d need more information on what he wants to achieve, but being new to this, I’d probably have to remain silent
To get this down to the Earth again, my question to OP: what’s the deal? what type of paper? Letter? Toilet paper? You need to be a lil bit more specific there to get some meaningfull answer. Otherwise - see what happens…
P.S. Beg your pardon - English is my third…Just in case of what.
thx for the replies and by the way, english is my 6th language, so sozz if my english is crappy
i wanted cycles; and if possible i would like to do it without image texture if possible, i would like something similar to office paper
thx again!
je vudrais ce en la cycles et si possibal, pourrait ce etre nos avec nos texture de l’image, je voudrais ce etre bureau papier. et je peux bavarder en la francais, et je ne utiliser pas la google translate
Now, how would you like it to be in image?
If that is a plain ordinary office one like this you have to be very close on it to see any patterns, bumps. CarlG had a recipe some posts back - i would try to add some glossiness on top of that. Otherwise - white diffuse, ok, maybe even added emission would do imho.
i would like it to be like real paper and has the bumps like if you look at a real paper, there are holes present
Is this then looking close enough? That’s why i asked some posts ago - which image is closest to your idea…
To be honest, when i pull out fresh sheet from an office paper pack, i don’t see much of a fine structure, bumps, fiber and whatnot. But my eyes can fail, i do not exclude that.
Almost forget - there’s the node tree for this type of paper.
If you ask me, i’d rather keep to this type. Then again, depends.
Happy blending!
Yu could add some small bumps
paper is never really totaly flat
note: you Email is filled up above 100 %
salut
Well, by metric, A4 size is 210x297 mm. Bumps for office paper - dunno, maybe some 0.02 mm? i’d say considerably less. If i’m allowed to ask, which size can be freely seen from distance 1.5 m? And we are not into pixel to total rendered image sizes realm yet. Resolution, so to speak.
PS Noted Thanks.
right depends at which distance your looking at the piece of paper
if very far away then yu wont see any bumps at all just white !
happy cycles
I sat down yesterday trying to create a general purpose paper material, with some features:
- Easy to adjust group nodes - normally you don’t have to open it up.
- Dull and (highly rough) glossy properties to the paper itself. There are some tracing papers that are non coated but still have a certain amount of rough sheen to it. I wouldn’t use this for regular paper though.
- Glossy coating, where you’d typically leave the roughness very small. This layer also have a bump reduction slider, where you can tone down the bumpiness effect for the coating. Like if you try to crumple stiff glossy photo paper, the edge will appear sharp, but the coating would have a slightly smoother bend to it. It also allows heavy bumping to the diffuse part (which can be reduced by other shaders), while be able to reduce it for the glossy part so it doesn’t look ridiculous.
- Translucency for backside shadows, however for me I’m not able to reduce the saturation level from this. Any way to control this post shader?
- Transparency/refraction with roughness control. If roughness > 0 it switches to using the refraction shader. This one have a problem though, but I think it may be a Cycles bug: If I plug in IOR for paper (1.557), I get massive refractions on refraction shader even if normal is left untouched. If I set it to 1.01, I get rid of the massive refractions, but now I can’t control roughness very well.
- It has holes support, like OP asked
- Shadows are filtered.
At this point I used some crazy textures for bump (crumpled bumpmap thingie), color mapping, and holes. I’m not confident enough trying to create actual “patterns” procedurally (I’m a noob at this, at least for Blender).
Bah, I’m not allowed to upload anything yet, so here it is at my flickr for now:
@CarlG By any chance, have you thickness to your paper mesh? I doubt IOR thing works correct on just a default plane. Also translucency might ask this to calculate correct, not sure tho.
OFFT. Btw, nice way to make crumpled paper:
http://urchn.org/post/amusing-way-to-make-crumpled-paper
And to roll it - sim it sliding trough funnel, but i’ve lost a link to this.
Have nice day, all!
@ Craig
if you can upload file - it is a complicated nodes set up
no problems if less then 1 MB
or use the pastall site
thanks