Klaas Nienhuis
Klaas Nienhuis, a 3d-generalist, projectmanager, programmer and a guy who figures stuff out.
Twitter updates
- @SketchFab i was wondering where that traffic came from! Thank's, this will help to convince my clients to start using this even more. 1 day ago.
- Our model of maison d'artiste on @sketchfab is picking up some crazy traffic lately: http://t.co/DF0gPodh @dpianimation #webgl 1 day ago.
- Had a great talk with @namshee about @gathercontent, our experience with it and ideas for the future 1 day ago.
- RT @DpiAnimation: DPI is kennispartner van @nrc! Lees ons artikel over #configurators & #masscustomization op het NRC-blog: http://t ... 4 days ago.
- @SketchFab sure, thanks for the link. 1 week ago.
- @SketchFab done already! Klaasnienhuis.nl Any plans for a private viewing environment 1 week ago.
- Maison d'artiste by klaasnienhuis http://t.co/DF0gPodh via @sketchfab @naimuseum 1 week ago.
- launch #drezzd http://t.co/SuVeZhru shirts. #3d content by @dpianimation #3dsmax #masscustomization #apparel #configurator 1 week ago.
Article archive
- May 2012 (1)
- March 2012 (1)
- February 2012 (11)
- January 2012 (3)
- December 2011 (4)
- November 2011 (4)
- October 2011 (4)
- September 2011 (4)
- August 2011 (3)
- July 2011 (1)
- June 2011 (1)
- March 2011 (2)
- February 2011 (3)
- December 2010 (2)
- November 2010 (1)
- September 2010 (8)
- August 2010 (1)
- July 2010 (3)
- June 2010 (2)
- April 2010 (1)
- March 2010 (1)
- February 2010 (1)
- January 2010 (2)
- November 2009 (2)
- May 2009 (1)
- October 2008 (2)
- September 2008 (1)
3D wood texture by Jerry Ylilammi: Berconmaps
You can get these textures on Jerry’s blog.
The procedural wood texture is around for quite a while now, but I never had the need for the wood texture, until now! The wooden objects I had to create had an irregular shape and were round, bent and cut. This made it very hard to use bitmap wood texture. In this case it’s an option to use a 3d-texture, such as the procedural wood. 3dsMax has a wood texture but the one in the berconmaps is so much better. A big advantage of a 3d-texture over a 2d-texture is the fact that you don’t need mapping coordinates. A 3d-texture has a color-value for every point in space precalculated. This is illustrated by the following two images. The first image has the 3d-texture applied to it. You can see the sides have a different look than the top. This could be done by using two different kinds of bitmaptextures: one for the sides and one for the top.
This is a 3d-texture, but it can be done by using multiple bitmap-textures
Now consider this second image. It has the exact same wood-texture. All the geometric variations are mapped as one would expect. This is very hard to do with normal bitmap-textures. One good thing about the berconmaps-wood is that it can look a lot better than the default wood in 3dsMax. Another advantage is the fact that you can play with the coordinates of the map in a very clever way. This is apparent when you work with multiple objects.
This is the same 3d-texture. This can’t be replicated with bitmap-textures (or at least I can’t)
The following example has the exact same map applied to multiple objects. These objects are instances. The mapping uses the object-xyz coordinates. This results in all objects looking the same: the core of the wood is centered in the object. This looks rather funny because there’s always some variation in wood-textures. That’s why the berconmaps-wood has some clever options to create this variation.
All objects are instances and use the same material
In the mapping rollout of the texture you can create some randomness by offsetting the position of the wood-pattern or by rotating it slightly.
Check out the added randomness. This is still one single material applied to a set of instanced objects.
You can also switch the mapping to world-xyz. Now it looks as if all pieces of wood have been carved out of a single block.
These are the settings I’ve used in all examples