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Forums Maxon Cinema 4D Wood Grain Texture Application in C4D/Redshift

  • Wood Grain Texture Application in C4D/Redshift

  • Brandon King

    October 21, 2021 at 11:37 am

    Hello all, I’m trying to apply a wood grain texture to chess pieces and am struggling to achieve a good result. I have tried different projection methods but it stretches/contracts the grain thus appearing unrealistic, and the TriPlanar node works to an extent for two axes, but I cannot fill the X-axis without it looking dodgy as it runs perpendicular. Many thanks!

  • Steve Bentley

    October 22, 2021 at 1:55 am

    Unless the pawn has UV’s (and UV’s that have anticipated the pinch at the top) then spherical will be the best choice. But this will still produce a pinch at the top. There is no true solution for this even with UV’s because if that was really made of wood, the straight grain lines on the sides would turn into rings at the top. So here’s the trick:

    Take your wood map into photoshop and crop it so that it’s square with the grain going from bottom to top vertically. The higher rez the better. (don’t stretch it so that it’s square, that will distort the texture). Now go find an image of the same wood or color correct one to match that is a version of the rings you would get from cutting a log in half. Make that a square image too by cropping with the center of the rings in the center of the square image.

    Take the straight grained image and apply the polar filter to it. (rect to polar). Does that pinch look familiar?

    Now take the rings image and paste it on a new layer right in the center of the polar image. Scale the rings down so that they take up about a 1/4 of the image. Mask it with a circular mask and feather that mask (be careful of the rings image edge sneaking inside the feather, we don’t want that). Make a copy of that layer (the rings) and make the circle mask smaller and again feather it. So from the top down we have: small circle of rings, larger circle of rings and the polarized image. For the middle layer set that to either multiply or darken. We want the rings to step on the straight lines of the grain with a bit of a feather but both to show through and blend.

    Save a copy of this. Now flatten the image to one layer and save again as another name. (you may need to tweak the stack again later). Then run the polar coordinate effect again but this time go polar to rectangular. You should now have your regular straight grain again but with a funky cloudy thing going on near the top.

    Now scale this image so it’s twice as wide as tall and use the sharper of your scaling routines (not bicubic). Save this as your final texture. Now wrap this texture around your model with spherical mapping and right click the the material tag and choose fit to object. You will have to experiment with the size of the circle rings in the photoshop file to get it the right size for the top of the pawn. If it’s too big it will bleed down the sides and if too small it will get gobbled up in the polar loss that happens with spherical mapping (in a spherical map of the world, Antarctica would be missing). You should have vertical grain on the sides undistorted and rings on the top. You can do this all in C4D with material layers and masks but it’s easier in PS.

    If the straight grained wood is not tileable in the X (you will see a vertical seam where either side meet up on the pawn), go back to the PS file and Offset the bottom layer by 50% (Offset is in the “Other” filters). Then rubber stamp the seam in the center until it’s gone.

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