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> Materials Laboratory - "Lava Skin"
aaver
post Mar 2 2005, 05:32 AM
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In this thread Bill Woelbeling made a request for a "Lava Skin" material:
QUOTE (wwoelbel @ Mar 1 2005, 11:16 PM)
The lava skin image is attached.  My need is for a skin material that would be fitting for a fiery elemental demon.  The things that I see as being key to the effectivness of the texture are the color pallete - oranges and deep reds with some yellow or white highlights as well as veination.

Colin?  Are you willing to take an initial crack at this one?

Bill

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aaver
post Mar 2 2005, 05:37 AM
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I made some experiments with this material. Please tell us which is closer to what you need, Bill.

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Attached File  Lava01.jpg ( 113.85k ) Number of downloads: 104
 
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wwoelbel
post Mar 2 2005, 05:44 AM
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Morning Anders;

Yep... I should have posted this in a seperate thread so that everything is linked up. The texture image that I posted is indeed what I am looking for but I am also very open to expanding my vision by seeing other peoples interpretation. There are a couple of problems in the original that I posted. The veins appear to be ontop of the flesh. I really wanted them to appear below the skin. I see the flesh as being fairly smooth. I am trying to convey the natural realm of the demon being in fire, molten rock, explosions, the smell of burnt flesh and sulphur.

Could you repost your material here and perhaps a brief explanation of the technique you used to create it?

Bill
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KenH
post Mar 2 2005, 06:03 AM
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Wow...they all look great. I thought you needed darktree etc for such materials.


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aaver
post Mar 2 2005, 06:08 AM
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Morning Bill!
Not that early here in Sweden though wink.gif

QUOTE (wwoelbel @ Mar 2 2005, 03:44 PM)
Could you repost your material here and perhaps a brief explanation of the technique you used to create it?

Sure, but shouldn't we wait until there are more "Lava Skin" materials for you to choose from? Then the "winner" writes a short tutorial.

In the meantime I'll attach the project file for everyone to play with. I'll post it in a minute smile.gif
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aaver
post Mar 2 2005, 06:35 AM
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Here is the project file.

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Attached File  aaver_LavaSkinMat01.zip ( 4.22k ) Number of downloads: 237
 
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pixelmech
post Mar 2 2005, 06:46 AM
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Just to clarify - the Materials Lab isn't a "competition" per se. Anders, since you grabbed Lava Skin and have begun it, go ahead and tweak it with Bill until you guys decide you have the desired material.

Other people are welcome to come in and comment and make suggestions - in fact that is the point to get the best material available. But since Anders has started this thread, he should make all the changes to the material IMO - so we end up with one (or maybe a couple versions) mat file.

Then walk us through the settings and how you built it so we can learn how from it and upload the final file so I can save it.

Thanks for stepping in and helping!

Tom


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ZPiDER
post Mar 2 2005, 07:24 AM
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the main problem i see is the "straightness" of the veination.
i dont quite know how to overcome this without third party plugins.

the only way i've found to create veins is a high "amplitude" setting on cellturb set to "hard edge".

one can turn off the "euclidian distance", which looks somewhat less regular, but still not quite as natural als bills reference pic, plus it will create dark blobs on some of the areas.

adding turbulences to a turb combiner is not possible either ..

any ideas?



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aaver
post Mar 2 2005, 07:32 AM
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QUOTE (pixelmech @ Mar 2 2005, 04:46 PM)
Just to clarify - the Materials Lab isn't a "competition" per se.
Of course I realize there will be no monetary prize, but there will be a "winning" material for every request, right?

QUOTE
Anders, since you grabbed Lava Skin and have begun it, go ahead and tweak it with Bill until you guys decide you have the desired material.
With all due respect to everyone involved, I will tweak this material as long as I enjoy it, not until Bill is happy with it. The more challenging it is, the more I will enjoy it. Consequently, forbidding others to post their experiments with "Lava Skin" will make me lose interest. Not very productive IMO.
Also, I like to see Colins "Lava Skin"! Doesn't everyone?!

QUOTE
Other people are welcome to come in and comment and make suggestions - in fact that is the point to get the best material available. But since Anders has started this thread, he should make all the changes to the material IMO - so we end up with one (or maybe a couple versions) mat file.

IMO, this is counter-productive. instead I encourage everyone that find interest in this to post their experiments. If they want, they may use the project file I posted earlier in this thread as a start; as long as they make their project files public also, that is.

Also, I started this thread for Bill, but in the future, I think the one who needs a material should start a thread.
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wwoelbel
post Mar 2 2005, 08:24 AM
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Anders - Morning is a state of mind more than a time of day biggrin.gif

See... Whats really funny is that, of the three material renders you posted, the one closest to what I asked for is the one that interests me the least. The left-most is too bright. The right-most one is fascinating. I'll pull the project file and prowl around in it. I would welcome others to take a whack at it or see if (like me) you can make a franken-material by tinkering with Anders' original.

Bill

p.s. Yepper. I should have opened the thread for "discussion" and development instead of leaving it in the main thread. My bad.
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wwoelbel
post Mar 2 2005, 08:32 AM
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Marcel -

Getting good veins is really rough. In DarkTree, there is a veination combiner which produces results similar to a cellturb. Not quite like the veins in human skin but more like the blush pattern on a fair skinned persons cheeks after a bit of exercise outside on a cold day.

Of course, an unwritten goal here is to use as native a solution as is possible. As you may or may not know, there is a problem with DT and the new V12 release.

I would be very interested in a discussion on creating a realistic human skin vein pattern (without using decals)
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KenH
post Mar 2 2005, 08:39 AM
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As far as I can make out, the middle material is exactly like the posted image. IMO Anders has achieve his objective of duplicating it.


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cfree68f
post Mar 2 2005, 08:46 AM
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Awesome looking so far Anders. I'm going to work on one today. Keep going though. I'm liking everything I see. Maybe we should change the name of the thread to pyroclastic plastic!

very cool stuff.

C
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pixelmech
post Mar 2 2005, 08:50 AM
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QUOTE
Of course I realize there will be no monetary prize, but there will be a "winning" material for every request, right?.


Well, no that wasn't the original idea. You might want to touch on the original thread:

http://www.hash.com/forums/index.php?act=ST&f=1&t=12463

The idea is to TEACH and for others to LEARN smile.gif and of course to have free community materials in the end. So a request is made, someone picks it up and starts a thread here in WIP. You make the material, get comments, revise it, finalize it and post it with an explanation of how it is made.

This does't mean nobody else can work on it, but if everyone is doing their own version then this is going to get very confusing and just fall apart.

The thought was for the person doing the material to finalize it and it gets uploaded to the free materials page. If anyone wants to modify it more, they grab it and change it as they see fit.

QUOTE
With all due respect to everyone involved, I will tweak this material as long as I enjoy it, not until Bill is happy with it. The more challenging it is, the more I will enjoy it. Consequently, forbidding others to post their experiments with "Lava Skin" will make me lose interest. Not very productive IMO.
Also, I like to see Colins "Lava Skin"! Doesn't everyone?!


Well, see my comment above. The idea was for the person picking up Bill's request to build him a material that he wanted/needed while ALSO teaching us all about how it was made - so it serves two- actually three- purposes. Giving us all a material lesson, giving Bill a material he needs, and making a good material available to us all for free.

Nothing precludes Colin from starting another thread on Lava Skin and doing the same thing. We can have more than one version.

QUOTE

IMO, this is counter-productive. instead I encourage everyone that find interest in this to post their experiments. If they want, they may use the project file I posted earlier in this thread as a start; as long as they make their project files public also, that is.


To me, that is going to make things very confusing, but we'll just have to see how it goes I guess. It will be next to impossible to follow a thread of how a material is being made if 10 people are offering up different versions, and you wouldn't get the summary on how to build at the end, there would be too many versions.

The original idea is to teach and have almost a 'mini-tut' on each material that gets done associated with each finished material file - not to have a bunch of similar files with no explanation. smile.gif That was my idea anyway.

QUOTE

Also, I started this thread for Bill, but in the future, I think the one who needs a material should start a thread.


Well again, read the original thread.. that wasn't quite the idea.

I'm glad people are stepping up believe me. In my view, if this doesn't follow some kind of structure it will fall apart in a week and go away. If there is a process that is followed, then I think it can be very useful, we'll all learn a lot and we'll all end up with scads of great materials!

I certainly can't (and am not trying) to force anyone to do things "my way" as it were, and we should do it the best way that it works for everyone of course. I'm just trying to point out that I think we need a process for this to work.

Tom


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ZPiDER
post Mar 2 2005, 08:53 AM
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would "creating a plugin and donating it to be included with a:m" count as an approach?
i dont say i have a solution for the pesky vein problem, but sometimes little things can be a big help, like my BrightnessContrast plugin that allows to "tweak" a finished texture.

just add it after your existing attributes and tweak away.
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Attached File  bc.atx ( 24k ) Number of downloads: 72
 


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