Fabric Cloth Shader/Texture

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Hey all,

I'm trying to procedurally create cloth. Maya has a really nice cloth material. Does Houdini have something equivalent? I have been rather unsuccessful at creating something that actually renders properly. Gingham seems to be the closest thing I can find. It renders great up close just like any fabric would, but when I back off the displacement starts disecting the object into bigger pieces.

This is what my node network looks like

uvcoords –> gingham –> complement –> displacement amount (of displace along normals node).

Gingham checker size .002
Blur .6
Displacement Amount Scale - .01

This occurs whether I start a network from scratch or use the mantra surface and plug into it.

Any suggestions?
Thanks

Garrett
BYU ANIMATION

Attachments:
gingham.jpeg (116.6 KB)
agingham.jpeg (215.6 KB)

http://vimeo.com/garretthoyos/demoreel [vimeo.com]

http://animation.byu.edu/ [animation.byu.edu]
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Gingham seems to not anti-alias itself very well. This is very apparent for micro-polygon rendering, but almost disappearing for ray tracing, presumably because pixel sampling in ray tracing does monte carlo sampling on the pattern effectively. As a first step for micro-poly you normally crank up shading quality on the object (Render Tab). Next thing would be to take a look on a pattern itself, using the right blur size for a screen space pattern size.
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I talked with my professor and his solution really helped.

In the Mantra Render Node under the “Dicing” tab there is a parameter called Z-importance. It is default set at 0, if you drag it up to .5 or 1 it actually helps out a ton. I believe it has to do with the Z-depth of the object. Also the dicing quality inside the actual geometry of the object seems to help.

Thanks for the reply.

Garrett
BYU ANIMATION

http://vimeo.com/garretthoyos/demoreel [vimeo.com]

http://animation.byu.edu/ [animation.byu.edu]
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Both these setting cause the same thing. Smaller micro-polygon on the screen == better sampling of underlying pattern.
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