Are there any tutorials for making a fur texture or shader look more realistic?

WilmapWilmap Posts: 2,917
edited November 2013 in The Commons

I want to add some fur to a piece of clothing. The only thing I have found that looks realistic is Mariah's Furify, but it is not a Merchant Resource so I can't use it on my free items.

I know how to make a texture using displacement etc, but I can't seem to get anything look as good as hers!
Mine do not look soft and fluffy! I have several textures I have made in Filter Forge.

Any hints or tips out there that would help please?:-)

Post edited by Wilmap on
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Comments

  • ArtiniArtini Posts: 9,466
    edited December 1969

    I would like to know it myself, as well.
    Have you looked at DA web site. There are a lot of tutorials on almost everything. For example:
    http://coyotemange.deviantart.com/art/A-Fur-Tutorial-Part-1-213293289
    and
    http://coyotemange.deviantart.com/art/A-Fur-Tutorial-Part-2-217035127

  • WilmapWilmap Posts: 2,917
    edited December 1969

    That's not quite the type of tutorial I'm looking for.

    I have several fur textures I made in Filter Forge, but I need the info on how to get them into Daz Studio so they look realistic.

  • WilmapWilmap Posts: 2,917
    edited December 1969

    Someone must know how to do this.

  • Zev0Zev0 Posts: 7,089
    edited November 2013

    Strong displacement is one option, like a high contrast noise map plugged in. So there will be like lots of raised strands.

    Post edited by Zev0 on
  • sazzyazzcasazzyazzca Posts: 495
    edited December 1969

    Zev0 said:
    Strong displacement is one option, like a high contrast noise map plugged in. So there will be like lots of raised strands.

    That's how I do it.
    You may also need to adjust the specular settings, otherwise your fur can look flat and lifeless.

  • TotteTotte Posts: 13,979
    edited November 2013

    I made a little test using the two maps attached (both generated worth FilterForge), the displacement map was a two node very simple filter.
    Put them in a built in cube, tiling 4.

    displacement set to 100%, -2/5 max values.

    cube.jpg
    1047 x 1047 - 264K
    furdisp.jpg
    600 x 600 - 240K
    furtext.jpg
    600 x 600 - 88K
    Post edited by Totte on
  • Zev0Zev0 Posts: 7,089
    edited December 1969

    Nice results:)

  • TotteTotte Posts: 13,979
    edited December 1969

    Zev0 said:
    Nice results:)

    Thanks Zev0, FilterForge is "my domain", now maybe created a real "fur with displacement filter", hmm.... Next week maybe...

  • ArtiniArtini Posts: 9,466
    edited November 2013

    There are
    http://www.sharecg.com/v/57474/Poser/Velvet-and-Fur-shaders-for-DAZ-Studio
    marked as unrestricted use, so may be they can be used.

    Post edited by Artini on
  • ArtiniArtini Posts: 9,466
    edited December 1969

    Below is Daz Studio 4.6 Pro render, where these shaders were applied
    to the blue coat on the furniture and the red top on Genesis.
    The white material on Genesis cloth was taken from Furify and brown material
    on skirt was taken from Supersuit fur shader.

    GenesisA3fur08pic01.jpg
    700 x 1024 - 194K
  • WilmapWilmap Posts: 2,917
    edited December 1969

    Thanks totte for that info.

    This is what I have at the moment.

    fur_collar_2.png
    600 x 600 - 431K
  • TotteTotte Posts: 13,979
    edited December 1969

    Looking good wilmap ;-)

    I don't think you can add filters here though (as zip files)

    Here is a hairy ball based on a different filter type.

    And here is a filter for FF2: Fur Displacement Filter

    hairball.jpg
    600 x 600 - 424K
    furdisp1.jpg
    600 x 600 - 216K
  • WilmapWilmap Posts: 2,917
    edited December 1969

    Thanks totte.

    Here's your filter on my collar. set the max to 2 but it looks good even set at 5.

    fur_collar_totte.png
    600 x 600 - 369K
  • TotteTotte Posts: 13,979
    edited December 1969

    wilmap said:
    Thanks totte.

    Here's your filter on my collar. set the max to 2 but it looks good even set at 5.

    Looking good!
    Santa will like that ;-)

  • WilmapWilmap Posts: 2,917
    edited December 1969

    Many thanks for your help.

    I have a load of your filters which come in very useful in Filter Forge so thanks again. I only have the standard program so can't make filters and have to rely on you clever people.:-)

  • TotteTotte Posts: 13,979
    edited December 1969

    wilmap said:
    Many thanks for your help.

    I have a load of your filters which come in very useful in Filter Forge so thanks again. I only have the standard program so can't make filters and have to rely on you clever people.:-)

    Any type of filter you need, you know where to find me. I just love making texture filters as I still can't draw. I got some other nifty texture tools too, like ImageSynth2 ;)

  • DollyGirlDollyGirl Posts: 2,656
    edited December 1969

    Totte said:
    I made a little test using the two maps attached (both generated worth FilterForge), the displacement map was a two node very simple filter.
    Put them in a built in cube, tiling 4.

    displacement set to 100%, -2/5 max values.



    Totte, did you create the black and white fur image in FilterForge? The reason I ask is because I was playing around with the various fur shaders that I have, Furify, Pendraia's fur shader and Fuzzy Wuzzy to see just what can give you a really good simulated fur effect. What I found was that Furify which is in both Maireah's Furify and the Supersuit for Genesis works well with that crazy fur you posted. I would like to get an image that is similar but is only the white fur and no spots. I would like to see if it is the white portion of the fur that is making the shader have such a nice effect or that the spots are the key element.

    Below is what I did with your black and white spot texture, a shading rate of 0.01. I also subdivided Rosemaryr's caplet. I bumped the max and min displacement standard (4) values to 6.00 and -6.00 respectively. Your image went into Image (9). I changed specular to 75%. Took a long time 48 minutes. These settings will probably not work for the average machine I am afraid but I am glad DAZ can do it. Would be nice if someone could come up with a shader.

    So to get back to my question. Are there anymore of these types of images?

    Shaderrte.01-minmax6-LJ_.jpg
    800 x 800 - 486K
  • TotteTotte Posts: 13,979
    edited December 1969

    Dollygirl said:
    Totte said:
    I made a little test using the two maps attached (both generated worth FilterForge), the displacement map was a two node very simple filter.
    Put them in a built in cube, tiling 4.

    displacement set to 100%, -2/5 max values.



    Totte, did you create the black and white fur image in FilterForge? The reason I ask is because I was playing around with the various fur shaders that I have, Furify, Pendraia's fur shader and Fuzzy Wuzzy to see just what can give you a really good simulated fur effect. What I found was that Furify which is in both Maireah's Furify and the Supersuit for Genesis works well with that crazy fur you posted. I would like to get an image that is similar but is only the white fur and no spots. I would like to see if it is the white portion of the fur that is making the shader have such a nice effect or that the spots are the key element.

    Below is what I did with your black and white spot texture, a shading rate of 0.01. I also subdivided Rosemaryr's caplet. I bumped the max and min displacement standard (4) values to 6.00 and -6.00 respectively. Your image went into Image (9). I changed specular to 75%. Took a long time 48 minutes. These settings will probably not work for the average machine I am afraid but I am glad DAZ can do it. Would be nice if someone could come up with a shader.

    So to get back to my question. Are there anymore of these types of images?

    It was rendered with FilterForge and I didn't use my own fur fever filter for this, I used Heliagon's soft fur.

  • DollyGirlDollyGirl Posts: 2,656
    edited December 1969

    Thank you Totte. Now I can go play some more and see what the shader is really doing.

  • Totte said:

    I made a little test using the two maps attached (both generated worth FilterForge), the displacement map was a two node very simple filter.
    Put them in a built in cube, tiling 4.

    displacement set to 100%, -2/5 max values.

    I know this is ancient in computer years, but what did the other map look like to make the longer fur? Thanks!

  • TotteTotte Posts: 13,979
    Totte said:

    I made a little test using the two maps attached (both generated worth FilterForge), the displacement map was a two node very simple filter.
    Put them in a built in cube, tiling 4.

    displacement set to 100%, -2/5 max values.

    I know this is ancient in computer years, but what did the other map look like to make the longer fur? Thanks!

    There are two ones attached, one displacement and one diffuse. Remember that this technique is 3Delight. For Iray you need to inrease the displacement subdivision for that surface, and that might make you run out  of RAM sooner that you think.

     

  • barbultbarbult Posts: 24,245
    edited August 2016

    I look at displacement in Iray as something to avoid whenever possible. It is a huge memory hog, and the results don't come anything close to 3Delight for a high frequency noise map like that, without setting subD to impractical numbers. (My opinion, yours may vary)

    Post edited by barbult on
  • TotteTotte Posts: 13,979
    barbult said:

    I look at displacement in Iray as something to avoid whenever possible. It is a huge memory hog, and the results don't come anything close to 3Delight for a high frequency noise map like that, without setting subD to impractical numbers. (My opinion, yours may vary)

    Agree to that - every Render Engine has pros and cons, 3Delight does Dispacements very good (and is I think almost alone doing that)

  • Oso3DOso3D Posts: 15,011

    Yeah, I tried hard to get Iray displacements to work, and it's just... painful. There are a handful of cases where Iray displacements are worth it, but...

    Speaking of that, is there any way to bake displacements into a mesh within Daz? If not, within, oh, Carrara or Hexagon?

     

  • FSMCDesignsFSMCDesigns Posts: 12,755
    edited August 2016

    Yeah, I tried hard to get Iray displacements to work, and it's just... painful. There are a handful of cases where Iray displacements are worth it, but...

    Speaking of that, is there any way to bake displacements into a mesh within Daz? If not, within, oh, Carrara or Hexagon?

     

    Displacement works fine in Iray. I just did a quick experiment and it was pretty much the same process I use in reality and Luxrender. You have to have a dense enough mesh and tile the crap out of the noise map (I used Totte's that he posted early on) and make sure you maxr displacement number is up there, easy to adjust using the iray interactive preview

    displacement.jpg
    952 x 867 - 594K
    Post edited by FSMCDesigns on
  • TotteTotte Posts: 13,979

    Yeah, I tried hard to get Iray displacements to work, and it's just... painful. There are a handful of cases where Iray displacements are worth it, but...

    Speaking of that, is there any way to bake displacements into a mesh within Daz? If not, within, oh, Carrara or Hexagon?

     

    Displacement works fine in Iray. I just did a quick experiment and it was pretty much the same process I use in reality and Luxrender. You have to have a dense enough mesh and tile the crap out of the noise map (I used Totte's that he posted early on) and make sure you maxr displacement number is up there, easy to adjust using the iray interactive preview

    Works for small obejcts, do try this on anything larger (like a wall), or do you have a VCA hidden under your desk?

  • Totte said:
    Totte said:
     

    I know this is ancient in computer years, but what did the other map look like to make the longer fur? Thanks!

    There are two ones attached, one displacement and one diffuse. Remember that this technique is 3Delight. For Iray you need to inrease the displacement subdivision for that surface, and that might make you run out  of RAM sooner that you think.

     

    Thank you for your answer! I thought the white spotted fur was another displacement render rather than a texture! lol. I don't use Iray at the moment, due to not enough memory and no nVidia graphics card. So, this technique works great!.  I used the technique with my own textures and displacement maps, with your general instructions, and was able to make a fuzzy footie sleeper for kid. The only problem I had was that the Sleeve cuffs and Neck Cuff blew up extra big/wide, like all the little spikeys had turned into pentagons rather than the pretty edges you have here. And the "fur/fuzz" is much thicker/wider than yours. Don't know what else I'm doing wrong. (Although for the fleecy look of the Pjs, it's fine, except for the cuffs, as mentioned).

    Thanks again!

     

  • Oso3DOso3D Posts: 15,011

    You probably need to tile it more, which runs into one frustration with fuzz:

    Iray Displacement is clunky, so hard to get subd high enough before your machine croaks.

    3DL shaders generally lack the ability to tile displacement separately from other stuff, so hard to use for a lot of outfits.

     

    If the footie sleeper doesn't use texture maps for anything, then simply increase tiling, and perhaps make the +/- range lower.

     

  • I don´t know, if it´s still a topic or already solved, but I experimented with these fur-shaders a little bit... ...and wrote a short tutorial about creating one for yourself. It´s in german because this is my language, but the photos should explain a lot, which step to go next:

    https://tutorial-cafe.de/tutorials/index.php?entry/445-ws20-00-arbeiten-mit-displacement-maps/

    For me this worked very well - so give it a try :)

  • Unfortunately the link has changed. Please follow this one:

    https://tutorial-cafe.de/index.php?thread/22826-displacement-maps-fell-und-flauschige-oberflächen/

    Oh, and happy new year...

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