PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.

学习目标
合成两种不一样的材质。

我们将创建一种要混合的材料,以便将细节纹理混合到在第1部分中创建的材料表面。
通过使用在[CREATE SIMPLE WOODEN FLOOR TEXTURE]流程中创建的一些方法,可以轻松创建表面纹理。
We will create a material to blend in order to blend the detail texture to the material surface we created in Part 1.
By using some of the methods created in the CREATE SIMPLE WOODEN FLOOR TEXTURE process, you can easily create surface textures.

Wood Base Material 设置。
适用 Albedo Color 和 Roughness 基本值。

基本的材料创作。Basic material creation.
让我们创建一个木瓦基础材料。Let’s create a wood tile base material.

将使木材表面。Will make the wood surface.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
添加[Directional noise 2]。 Add [Directional noise 2].
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
Directrional noise 2
Scale : 1
Disorder : 0.24
Angle : Degrees - > 90

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
添加BnW Spots 1
添加并连接[Directional Warp]。 Add and connect a [Directional Warp].

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
BnW Spots 1
Scale : 2
Roughness : 0.53
Non Square Expansion : True.

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
Directional Warp
Intensity : 122.5
Warp Angle : 90 ~ 91

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.添加一个Blend并将原始的[Directional Noise 2]连接到[foreground]输入。
将[directional Warp]连接到混合背景。
这是后来改变表面形态的主要变量。
Add a Blend and connect the original [Directional Noise 2] to [foreground] input.
Connect the [directional Warp] to the Background of the Blend.
This is the main variable that later changed the surface morphology.

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
Blend
Opacity : 0.82
Blending Mode : Copy

添加表面颜色。Add surface color.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
[Gradient Map]最常用于在过程纹理创建中添加表面颜色。
添加一个渐变贴图。
Gradient Map is most commonly used to add surface color in procedural texture creation.
Add a Gradient Map.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
添加所需的色点并设置颜色。
当前,颜色被添加为接近红色。
之后,我们将使用HSL修改细节色调。
Add the color points you need and set the color.
Currently, the color is added close to red.
After that, we will use HSL to modify the detail tones.

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
添加两个HSL。
将[Gradient Map]连接到两个HSL节点中的每个节点。
Add two HSLs.
Connect [Gradient Map] to each of the two HSL nodes.

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.HSL在顶部
Hue : 0.53
Saturation 0.38
Lightness : 0.5

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.底部的HSL
Hue : 0.53
Saturation 0.43
Lightness : 0.45

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.添加一个Blend并连接两个HSL。
将您已连接到[Gradient Map]的Blend输出连接到新创建的Blend的蒙版输入。
用作混合两种不同HSL音调的权重。
在[Frame]中对节点进行分组,并为其指定适当的名称。
我将其设置为“木材表面颜色基准”。
Add a Blend and connect two HSLs.
Connect the Blend output you connected to the [Gradient Map] to the Mask Input of the newly created Blend.
This is used as a weight to mix two different HSL tones.
Group the nodes in [Frame] and give them an appropriate name.
I set it to Wood Surface Color Base.

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
添加一个[Color Match]节点。
该节点类似于[Replace Color]节点,但是您可以根据输入颜色的平均颜色来更改色相。
Add a [Color Match]node.
This node is similar to [Replace Color]node, but you can change the hue based on the average color of the input color.

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.Color Match
Source Color Mode : Average
Target Color Mode : Parameter
Target Color : RGB(130,88,64)

结合两种材料。
现在,我们将最终混合两种材料。
让我们将随机灰度应用于[Part 1]模式,并将其用作[Direction Warp]强度值。
Combine two materials.
Now we will finally mix the two materials.
Let’s apply a random grayscale to the [Part 1] pattern and use it as the [Directional Warp] intensity value.

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
Creates a node to slightly change the hue of the Base Color.
Add [Edge Detect] and [Flood Fill].
Add a [Flood Fill] to Random Grayscale and add some Blur effects with the [Blur HQ Grayscale].

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.Edge Detect
Edge Width : 1

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.Flood Fill
Safety/Speed trade-off : Complex or big shapes

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.Blur HQ Grayscale
Intensity : 0.18
Quality : 1

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
添加[Directional Warp]并连接[Wood Surface Color Base Frame]的[Color Match]。
Add a [Directional Warp] and connect the [Color Match] of the [Wood Surface Color Base Frame].
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
Directional Warp
Intensity : 196.66
Warp Angle : Degrees -> 65

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
将[Blur HQ grayscale]连接到[Directional Warp]的强度输入。
由[Flood Fill]创建的值用作[Directional Warp]的变形角度的权重。
通常使用此方法。
通过对每个区域应用不同的灰色调,可以将[warp angle]属性更改为角度值。
Connect the [Blur HQ grayscale] to the Intensity Input of the [Directional Warp].
The value created by [Flood Fill] is used as the weight of Warp Angle of [Directional Warp].
This method is often used.
By applying a different gray tone to each area, you can change the [warp angle] property as angle value.

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
预习。Preview.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.

添加了表面纹理细节。Added surface texture details.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.Anisotropic noise
X Amount : 4
Y Amount : 128
Rotate : True
Smoothness : 1
Smoothness Interpolation : 0.5
Non Square Expansion : True

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
Directional Warp
Intensity : 3.78
Warp Angle : 58

如果添加了混合,请连接[Anisotropic Noise]和[Directional Warp]。
If you have added a Blend, connect [Anisotropic Noise] and [Directional Warp].
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
Blend
Opacity : 0.57
Blending Mode : Add(Linear Dodge)

Adding Detail Normal.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.

添加并连接[Height to Normal World Unit]节点。
采样类型使用默认值“标准”,以尽可能保留小表面的表面表示。
Add and connect a [Height to Normal World Unit] node.
The Sampling type uses the default value of Standard, to keep the surface representation of small surfaces as much as possible.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
Height to Normal World Unit
Surface Size (cm) : 300
Height Depth(cm) : 0.15
Normal Format : DirectX
Sampling : Standard

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.Height to Normal World Unit
Surface Size(cm) : 300
Height Depth (cm) : 3
Normal Format : DirectX
Sampling : Sobel

将两个“正常”结果合并为一个。Combine the two Normal results into one.

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.Normal Combine
Technique : Channel Mixer (High Quality)

预习。Preview.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.

基本颜色和法线贴图步骤材料识别步骤。
Base Color and Normal Map step Material identification step.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
正如您可能在过渡验证阶段注意到的那样,当前的输出在边缘处并不清晰,因此现在我们需要添加所有材料属性,例如“环境光遮挡”和“粗糙度”。
环境光遮挡应产生两种类型的环境光遮挡,这两种情况较为明显和详细。
As you may have noticed during the interim verification phase, the current output is not clear at the edges, so now we need to add all material properties such as Ambient Occlusion and Roughness.
Ambient Occlusion should produce two types of Ambient Occlusion which are more obvious and detailed Ambient Occlusion.

制作环境光遮挡,细节环境光遮挡
Making Ambient Occlusion , Detail Ambient Occlusion
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
添加[Ambient Occlusion (HBAO)]并将其连接到Part1的电平输出。
Add [Ambient Occlusion (HBAO)] and connect it to the Level Output of Part1.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
Ambient Occlusion(HBAO)
Use World Units (cm): 50
Height Scale (cm): 5
Radius : 1
Quality : 8 Samples
GPU Optimization : True

由于转换后的AO质量太清晰,请添加[Blur HQ Grayscale]并将其与[Ambient Occlusion (HBAO)]链接,以将其转换为较柔和的手感。
Since the converted AO quality is too sharp, add [Blur HQ Grayscale] and link it with [Ambient Occlusion (HBAO)] to convert it to a softer feel.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
Blur HQ Grayscale
Intensity : 0.2 ~ 0.3
Quality : 1

要获得细节AmbientOcclusion,请添加“曲率平滑”和[Ambient Occlusion(HBAO)],然后将其连接到与[Wood Surface Color Detail Frame]相连的Normal Combine。
To get Detail AmbientOcclusion, add Curvature smooth and Ambient Occlusion (HBAO) and connect it to the Normal Combine connected to the Wood Surface Color Detail Frame.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.Curvature smooth
Normal Format : OpenGL

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.Ambient Occlusion (HBAO)
Use World Units : True
Height Scale(cm) : 1
Radius : 0.02
Quality : 16 samples
GPU Optimization : True

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
使用Blend混合两个环境光遮挡。
두 개의 Ambient Occlusion 을 Blend 를 사용 하여 혼합 합니다.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
Blend
Opacity : 0.5
Blending Mode : Multiply
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.

比较“细节环境光遮挡”之前和之后。
Compare before and after Detail Ambient Occlusion.

粗糙度生产。Roughness production.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
从[Wood Surface Color Base Frame]开始生产。
添加一个HSL节点并将其连接到Blend输出。
Production starts at Wood Surface Color Base Frame.
Add an HSL node and connect it to the Blend output.

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.在与[Wood Surface Color Detail Frame]相关的[Curvature Smooth]中添加另一个级别。
Add another level to the [Curvature Smooth] associated with the [Wood Surface Color Detail Frame].

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.Level
Level In Low : 0.46
Level In High : 0.84
Level In Mid : 0.5
Level Out High : 1
Intermediary clamp : Clamp

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
添加一个Blend并将HSL都连接到Foreground和Background。
通过添加Level修改的[Curvature Smooth]信息用作要在Blend中混合的信息的Mask区域。
Add a Blend and connect both HSL to Foreground and Background.
And [Curvature Smooth] information modified by adding Level is used as Mask area of information to be mixed in Blend.

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
Blend
Opacity : 0.7
Blending Mode : Add (Linear Dodge)

在这里插入图片描述您可以通过混合由[Add (Linear Dodge)]混合物输入的相同HSL信息并修改为木纹细节制成的[Curvature Smooth]值并将其作为遮罩输入,来表示更丰富的表面粗糙度。 这种节点连接技术通常非常有用。
You can express the richer surface roughness by mixing the same HSL information input by [Add (Linear Dodge)] mixture and modifying the [Curvature Smooth] value made for detail of the grain of wood and inputting it as a mask.
This node-connection technique is often very useful.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
通过将一些简单的粗糙度结果与一些附加的粗糙度结果组合在一起,可以获得更实际的粗糙度结果。
A more realistic roughness result obtained by combining some simple roughness results with some additional.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
添加一个级别以修改“粗糙度”值。
此时,在中间添加了灰度转换以更改为单一颜色。
粗糙度仅需要在RGBA中存储R值作为灰度值。
Add a Level to modify the Roughness value.
At this time, the grayscale conversion is added in the middle to change to a single color.
Roughness needs to store only R-value among RGBA as grayscale value.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
Level
Level In Mid : 0.531

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
清理最后一个节点。
最终输出连接。

输出没有金属,因为默认材料属性中根本没有金属。
现在,您可以添加并最终确定其他Albedo Validate。
There is no metallic at the output because there is no metallic at all in the default material properties.
Now you can add and finalize additional Albedo Validate.
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
将PBR BaseColor / Metallic Validate添加到baseColor输出中。
如果如上图所示绿色,则表示在正常的Albedo颜色范围内可以正确产生BaseColor。
Add PBR BaseColor / Metallic Validate to the baseColor Output.
If it shows green as the above picture, it means that BaseColor is produced correctly within normal Albedo color range.

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
Validation Mode : Albedo
Albedo Dark Range Threshold : 30 sRGB

您将在另一课中确切学习什么是PBR BaseColor / Metallic Validate,以及如何正确使用它。
You will study exactly what PBR BaseColor / Metallic Validate is and how to use it correctly in another lesson.

Final Graph preview
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.

PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.

Related Tutorial below

PART1. BASIC WOODEN TILE PATTERN.::CREATE SIMPLE WOOD TILE TEXTURE
PART3. 设置EXTRA. IRAY RENDERING 的 TESSELLATION 渲染

About JP

链接: Website.
在这里插入图片描述
PART2. MATERIAL COMPOSITING.::CREATE SIMPLE WOOD TILE TEXTURE.
出生在韩国的TA。
1997年开始从事电脑图形视觉化工作后,在这个行业已经有21年经验了。
在多个网络游戏公司引领过美术团队,之前在allegorithmic担任TA负责人,在中国网易盘古工作室担任TA总监,现在是巨人网络TA部门的总负责人。
懒惰的人才有创意”是他坚信并执行的哲学道理。