From the course: 3ds Max and V-Ray: Residential Interior Materials

Define the carpet pattern

From the course: 3ds Max and V-Ray: Residential Interior Materials

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Define the carpet pattern

- [Instructor] Let's start off by defining the general pattern of the carpet. Now by this I mean the pattern of the fibers, so this is going to be kind of a slight low pile carpet so I want something that looks a little bit like carpet threads from above. Now one of the things I would highly suggest you do in Substance is just browse through all of the nodes, where there are so many really cool little nodes here that you can use for all sorts of different things. So familiarizing yourself with these nodes can really help you when you're authoring your own materials, because you'll understand what type of materials require what type of nodes. So you know, we can actually just browse through some of these we can see, oh look we have concrete, we have all sorts of dirts and so on. Now one of the ones I found, which actually applies here is called fluid. Now you wouldn't think that fluid equals carpet but if we take the fluid node, drag it in, and double click on it, you can see that it looks kind of like carpet from above. And so we're going to use this to define the general pattern of the pile of the carpet. So I'm going to go ahead and double click on this node and make sure we have it selected. And let's go down and let's go ahead and bump up the scale just a little bit, so we have a few more fibers there and if we want we can add a little bit of disorder, somewhere between point two and point three seems to work pretty well. A warp intensity really won't do too much so I'm just going to kind of leave it at the default of point five and then just leave pattern size the same. Now this by itself is probably not enough to cover the entire carpet field that we're going to do, so let's go ahead and add in a make it tile node. So I'm going to type the word make and here we have make it tile patch and I'm going to do make it tile patch gray scale because as fluid, exports gray scale, and then connect them up and double click on make it tile and you can see it's not looking quite right and one of the reasons is because mass precision defaults to point five. We want to bring that up pretty close to one here. And then, if we scroll down the octave is pretty high, it's at point three, oh it's at three so let's go ahead and bring it to two, I think two's a good number here. And if we want we can play a little bit with mask warping, and maybe a little bit of disorder. And again, what we're trying to do is just randomize this just a little bit so that it doesn't look like it's tiled. So now that we have this, I'm going to add one more node just so we have a little bit more control. And this one's a very common node, so I'm going to right click and find levels. So the most common nodes are usually found under the right click menu, and so that's the easiest way to access levels. So let's go ahead and bring that in, and connect up the output of make it tile to gray scale and one of the things I'm going to do is just move this gamma over to the right to give it a little bit more contrast and I think that will help a little bit with this particular pattern. And then we're going to use this for things such as color and relief. So now that we have this general carpet pile pattern, we can use it for things such as color and relief.

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