Poliigon tiling woes

Started by mattjgerard, March 21, 2018, 06:24:54 AM

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mattjgerard

I had posted this in the wrong sub, so I'm reposting here and removing my other post-

So, I did email poliigon support about this as well, and they have always been very helpful, but I will post here as well- It seems that all the poliigon materials are best suited to closeup views, anything of a wider angle the pattern has to repeat. I find this with concrete floors, and now the damaged metals.

If I'm looking at only a 10cmx10cm patch, it looks good, and I've gotten so much better at setting the materials up and getting lighting to interact with the materials, I'm getting pumped about using them. But in this example, I can't put this texture on a table and have the specks and damage scaled right without the texture repeating. I am trying to render a metal worksurface to replace one in a photo that isn't wide enough for the  spread we are trying to fill, so I used Cinema's camera solver to match perspective, and brought it into KS, which worked great! Its not perfect, but close enough for me to have an element to jump back into PS with and replace the table surface and fill in the background.

But, when I scale the pits and rust spots to roughly match the ones that are on the current table, the texture isn't big enough, the pattern repeats. Am I missing something, or will these poliigon textures just not work for this sort of thing? Are they only good for small closeup shots? that would be a bummer. I've submitted requests to them for larger scale stuff, like a wider shot of concrete floors, like a 20'x20' square of concrete. I know there are many textures that pattern perfectly, but this random stuff is hard to make look organic and natural.

While I wait to hear back I will be messing with some masking and mixing several different damaged metal surfaces, render them all out and comp them in PS to be able to mix and match to give it more randomness.

Thanks all!

mattjgerard

Well, other than posting this in the wrong slot in the forum, I went ahead and solved my own problem, a bit. My question from above still stands, but this is probably the right way to handle stuff like this. I ended up creating 7 different materials from poliigon textures, scaled them to the size I thought would visually work the best, then rendered each out and did the masking thing in photoshop. Here is the before and after. Remember, all I needed to do was to widen the image :) also had to fill in the right side of the nut that was cut off in the original.

zooropa


mattjgerard

Quote from: zooropa on March 26, 2018, 05:13:16 AM
Quite impressive.

Thank you! I think the end product works for what it needs to be. My boss's response was "Where did you find a wider shot of that? It wasn't in the stock library." So, I guess it will work.

zooropa

Quote from: mattjgerard on March 26, 2018, 05:45:06 AM
Quote from: zooropa on March 26, 2018, 05:13:16 AM
Quite impressive.

Thank you! I think the end product works for what it needs to be. My boss's response was "Where did you find a wider shot of that? It wasn't in the stock library." So, I guess it will work.


hahhaha I love when that happens. I guess its an indirect complement.