but i also tried it manualy and on the last step for dissolve it does not work !
not certain why !
anyone else has tried this algo manualy or with the script !
Hi @cekuhnen. Thaks for your words about me, I appreciate them.
I have seen the node setup you has posted in the other thread, and I think it is good enough. My first idea would be using a distorted Wave Texture Node, something like this (I put comments for newbies):
I think we need a new type of proc texture to make some sort of filaments for this type of material
so that it can look like real Felt or any other mat like that !
carbon fiber was already done as proc texture last year
was done with diagonal lines
yours is more rectangular but interesting
see major thread for cycles!
firstly I want to say that the work you do in this thread regarding the materials is really great and I learn much from it. Many thanks.
I am a designer for exhibition stands. We build individual stands for our customers mostly made with wooden chipboard plates and paint them. Right there is my request for help. A wooden painted wall is never totally flat. The paint make some checkered noisy structure on the wood. I am looking for a way to realize it with blender. I tried by myself with procedural textures like noise and voronoi but my result was far beyond good. Maybe you guys here have an idea to realize it?
not certain why it is not working
i tried to remove 2 of the map nodes on bottom and still get nothing
very strange may be size is way too small or way too big
can you upload a working sample file then i 'll try to see what is doing this ?
I think the mix for flat-rough areas is good (purple frame). Probably you can improve it mixing (darken mode) with the same texture using a higher scale value.
The rough texture can be changed for another. There are several posibilities: use voronoi texture instead, or distorted musgrave, invert them just a bit, …
It might be necessary to increase the strength value in your scene.
Hi and many many thanks for your reply. It looks great.
I will tryout soon.
Thanks again.
Matthias
@elbrujodelatribu
I tryout the material with a quick wall setup, two longarm lights and my exhibition hall environment. It is exactly what I want for the matt wall material. Here the result:
Where is best to put a glossy shader to give the material more specularity and a semiglossy looking?
I tried to put it under the diffuse shader and combine with a mix shader but the result is not good.
For a wall I will use a layer weight->facing node to control the specularity in that mix node. I think walls are more reflective if the angle from you are looking is near to 0º or to the parallel vector to the wall.