Tuesday, November 9, 2010

3D Techniques: Procedual Textures PART II: DarkTree and the Simbiont Max Plug-In

The Interface found in Darkling Simulations Dark-Tree Product. This is my Rough Concrete Material I built a few years back.


Inside 3DS max, this is what a Simbiont Max Material looks like with the various "tweaks" you define.

Here is a corroded bronze material I designed and built.

A scratched steel procedural material I built.


This is a combo of Procedural and Bitmaps for the metal scratches.


A highly corroded meal pitted and rusted out.


A Modified version of the Simbiont Max Pumice Material.

A pitted metal with some bitmapped scratches and GI and reflections blurred.

A very rusty material with dark corroded metal with adjustable rust areas based on fractal mathematics.


Dark Tree 3D Procedural Texture Creation

For almost 8 years now I have used a wonderful free-plug-in for 3DS max that is absolutely essential to have in your 3D toolkit.

Procedural Textures are mathematical formulas that create the patterns based on Fractal mathematics, and these are used to create extremely detailed textures for your 3D scenes. The advantages over bitmaps are multiple with the only real time crunching drawback being they take longer to render as they are created "at rendertime", so they are resolution independent. This means no stretching of maps or pixelation of photos, or baked in lightsource that all photos have.

If you use a "noise" or "Cellular" map these are procedurals. Darkling Simulations the makers of this wonderful plug-in also sell a program where you can build your own Procedural Texture files from scratch or start with their shipped textures and modify them with tweaks for your 3D program of choice called DarkTree. I purchased this program and use it regularly for any type of natural material looks with stone and iron being very powerful areas for procedurals.

If you have an interest in the free plug-ins they offer take a look at there site here.

I also posted a few added images using these methods for THE CORE, here.


Cheers, THOM

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