Metallic flexible braided hose

Hi, i’m trying to replicate this texture in blender 88935-7862819

I tried with a texture but i got something like that

it looks a bit flat to me (maybe i could have done a better lighting job too, but i don’t think this is the problem). So i was wondering if there is a better way to recreate this texture. Any suggestions? I’m not that good in bleder btw hahah
Thanks.

You need displacement or bump so it doesn’t look flat.

Btw how did you create it? That’s interesting!

I answered for something quite similar, except instead of making the object flat I should have bent it a bit, but it’s just a small tweaking:

Actually this one was proabably better:

I just only put a texture on a cylinder
240_F_180931733_gpehQAtWASAd0UOtp8vb2Tm2rsAzoKyL

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I will definitely take a look at these. Thanks!

yes you can also put a texture, and use a Bump node to fake the 3D (probably prepare a height map to make it work better)

This Bump Map can not works well. You must create good Normal Map with degrade and combine this bump with this normal map. And maybe you can use little height map.

And you must create Roughness Map and AO Map and you must use Anisotropic Reflection.

Your material looks like this, but little different, but logic is same:

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Can you give me a bit more information about the procedure that i have to do, please? I’m a bit new to blender so it’s a bit hard for me to do what you just sad :sweat:

I wrote procedures. This is based your own Paint or Procedural Texture Ability. This is not easy, and this time consuming.

I can only add this: You think like this: Micro Details and Macro Details. Macro Details is Weave, Micro Details is metal hair lines. Your result is flat, because your Bump map is flat, not have degrade. And Bump Map is not right choose, use Normal Map.

you can upload your image into a site like this one in order to make a height map: https://cpetry.github.io/NormalMap-Online/

then create an Image Texture, load the height map, plug into the Height socket of a Bump node, plug into the Normal socket of the Principled BSDF (or the Diffuse)

there is a model in this thread for this cable
with texture and there is one also using a 3d curves model

note: there is a lot of pages so have to go through sorry!

happy bl

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i tried a render but the weave image is so low res that it does not really work well
can you upload a high res one ?

thanks
happy cl

i can’t find the same texture i have used on the internet, but you can choose something similar here:

thanks to everyone who is helping me improve my work. As soon as I can come up with something nice I’ll update you. Thank you :pray:

Take a look on this file as teaching from CG MASTER
carbon_fiber_shader.zip (221.5 KB)

The problem is - what you are highlighting isn’t really a texture or material - it’s actual geometry, so there is only so far materials, bump maps etc will get you.

Watch Erindale’s tutorial on a fabric weave shader:

You’re asking for a double weave, he’s setting up a single weave. Not sure how important that is to you. I have a double weave pattern that works, but it doesn’t have a hole pattern (from fiber thickness), whereas his single weave does. You want the mask that separates horizontal from vertical, and use that to drive aniso rotation. I’m not happy with his “overlap falloff” as it creates a tapered/chamfered edge, but I may have set it up badly on my end.
Based on his version at the top, with a hole pattern but bad chamfer. My own double twill at the bottom, without a hole pattern but no bad chamfer:


These are just bezier curves with a round bevel depth and microdisplacement.

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see post 413 with image and file sample

happy cl

Hi it’s me again :grinning: i’ve tried to play around a bit with shading and i get this result. It looks like a good start to me but i would love to have the texture to pop out more. Also i haven’t done any lighting job it is just blender basic enviroment, so probably better lighting could help too.


Here are the node setup i’ve made.

So if have any more tips to make me improve this texture i will really apreciate it. Thanks

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look at AO bevel nodes
it might help create better shadows !

happy cl