Tuesday
Oct262010

Tutorial 09: How to Setup a 3D Texture in Blender 2.5

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This tutorial will present you how I setup a 3D Texture with Blender 2.5 Beta. I'm going to texture the base cube of Blender with stones.

I'm using this pay-texture above from my web site as an example. It contains 5 textures images. You can also download any of my free texture for this. Or even create your own with my 30 day trial of my software Photosculpt Textures.

 

 

 

First launch Blender or do CTRL + N for a new session. It creates a base cube with a base gray material.

Before I start with the texture note that for convenience I first switch on the glsl shading (key [N] to open properties in 3D view, submenu Display, Shading switch from Multitexture to GLSL, key [N] to close properties, Viewport Shading Textures)

You'll also want to create a UV map to the cube before applying texture (I propose the following: key [TAB] to open edit mode, key U for UV unwrap, select cube projections, key [TAB] to go back to object mode). Note: You can also create seams and unfold your cube (as I did here) for better results but it's outer scope of this tutorial.

Let's start now with the 3D material setup. Here is the material panel setings I used.

Material Panel:

You'll see I haven't made any changes to the Blender default. In some cases you'll want to change the diffuse and specular intensity. The most important changes I made are in the texture panel that follow.

Texture Panel:

I'm now going to load a texture for 5 channel (diffuse, normal, displacement, ao and specular)

Each time I do the following

  • click on an empty chanel slot and rename it
  • change type to "Image or movie"
  • set maping coordinates to "UV"
  • "Open" the image
  • Apply the tweaks below

Here are the settings for the Diffuse chanel and the Ambient Occlusion chanel

Here are the settings I used for the normal chanel and the specular chanel

The displacement chanel can be done simply but I do mine in a bit more sophisticated fashion. I'm missing settings with the material displace chanel of blender and the results are sometimes unpredictable at the corners of objects. Furthermore I want to set each object displacement individually not globally as a material. So I switch the displacement texture off entirely in the texture pannel and recreate the displacement effect with a modifier on the object itself. Here is how:

Here is the setting I used onto my base cube.

  • I subdivided it seven times in total in simple mode. That's of course a lot of polys at the end and it's a bit overkill but I wanted a high polygon object.
  • Then I applied a displace modifier onto the cube (not on the material) with the following settings.

 Let's go over the detail of the displace modifier:

  • You need to set the displacement map in the "texture" field. Choose normal and UV so it's aligned on the diffuse texture.
  • Set the "strength" parameter you need for the depth of the displacement effect
  • Set the "midlevel" parameter in order to have either a nice crisp cube corner (high value) or a round corner (low value). That's important as depending on your preference you can choose crisp for photoreal, round for cartoon-like texture.

Conclusion:

Using this method I can adapt the displacement to every object of the scene. Objects that are further away don't need much subdividing and displacement can be set accordingly.

Additional trick: I sometimes add a slight ray mirror onto my texture so it can reverb a bit of the color of surrounding objects. I also use the specularity map as a mirror mask for perfect rendering.

Don't hesitate to comment or improve this tutorial.

Click here to download the sample blend file (3.3Mb)

(Please consider purchasing the 1024x1024 3D stone texture if you want to use it for your projects. Value Eur5.99)

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    Tutorial 09: How to Setup a 3D Texture in Blender 2.5 - Tutorial dump - PhotoSculpt creates 3D models and textures from 2 photos
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    Tutorial 09: How to Setup a 3D Texture in Blender 2.5 - Tutorial dump - PhotoSculpt creates 3D models and textures from 2 photos
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    Tutorial 09: How to Setup a 3D Texture in Blender 2.5 - Tutorial dump - PhotoSculpt creates 3D models and textures from 2 photos
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    Tutorial 09: How to Setup a 3D Texture in Blender 2.5 - Tutorial dump - PhotoSculpt creates 3D models and textures from 2 photos

Reader Comments (7)

Hello,

That's a really nice and interesting tips. I'll really enjoy the result trough your .blender file.
Nevertheless, I can't repeat the process with my own blender, since it's systematicly crash when I add the First or second 'sub surface modifier".
I use it with blender last v2.55 on windows, with 8GB Ram, 4 ATI Radeon HD 5770 in crossefire.
Is the 7th subdivisions which is a bit too strong for my machine?

November 26, 2010 | Unregistered Commenterfredmj

Hi Fred,
You may want to keep an eye on polycount. It's displayed at the top center in your Blender 2.5 window. For this tutorial I have FA:147457 at 7th subdiv. That's "only" 0.15 Mpoly so it's still fairly low for a recent graphic card. I usually go up to 1 M in Blender, that's my practical limit. At 1.5 M it gets too sluggish for me. 2 M and above usually crashes on my machine.

November 29, 2010 | Registered CommenterHippolyte Mounier

hi, i liked your tutorial, but to be sincere it was hard for me following the steps. i would like if you can make a video of this. so that would be a lot easier. thank you.

January 8, 2011 | Unregistered CommenterJorge Molina

Hello Hyppolyte and happy new year.
I'll try that check about polygons count and I let there an answer.
Regards,

January 8, 2011 | Unregistered Commenterfredmj

Hi Jorge, many thanks for your feed-back. I think you are right, a video would be a nice addition to this. I'll think about it.
Best regards,

January 13, 2011 | Registered CommenterHippolyte Mounier

Thanks a million!

That is what I was looking for. Not every thing is clear to me but now i can get the result. Could you clarify few things please — u used all five maps (or what ever they r called) to one material but i don't get how they interact with each other. And why u signed "no" on Displace for Displacement map, but it checked? (:

May 7, 2011 | Unregistered CommenterIlya

Hi Ilya, those are 2 good questions witch may be usefull for other too.

How the 5 maps interact with each other: It's not easy to explain with words so I made this tutorial picture here,
http://www.photosculpt.net/dump/2010/9/3/tutorial-7-create-your-3d-material-shader-with-photosculpt-t.html

Why U signed "no" on Displace for Displacement map: I could make life easier and checked the displacement image to YES (check mark) in the material shader properties but I don't like to do so in Blender. Why : if I do this I have only 1 scale control of this displacement per scene. It's for every 3D model in the scene the same value, If you have big and small models using the same texture you'll get absurd displacement results.
To avoid this I don't control displacement in the material shader. I prefer to create a displacement modifier for each model, right after the subdivision surface. So I can control subdivision AND displacement on the same panel witch is quite comfortable to use I think.

I can't wait to see a tesselation modifier in Blender. When it comes I'll probably change my methodology.
Any other idea? Is someone doing this differently? What about other softwares?

May 18, 2011 | Registered CommenterHippolyte Mounier

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