Materials Ep10: Human Wear & Tear on Wooden Floors | All 3D Software

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Yo guys, today on @RenderRam in collaboration with @pulzeio I'm showing you some tips on how to create some natural human wear and tear on wooden floors.
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Another great video! Every time I see something that I didn't know and I'm using 3D for so many many years :D Keep up the great work !

eutaxcollector
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ever since I joined this channel, I enjoy every video. thank you 🤘

FSU-CH
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As usual, absolutely exceptional tutorial, fully thought out and researched. Thankyou!

karldigitalcontentcreator
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Great video! I've never used those modifiers before so you're an instant legend.

DoubleKnotStudio
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Excellent tip! I'm one of those users that has been with Max for the past 5000 years and haven't used vertex paint in my workflow. Also, I'm impressed by your board game collection, ha! I've also fallen down that hole and am now learning how to paint miniatures.

Quique_Kix
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I'll just throw in one more alternative: to use "Viewport Canvas" directly in 3ds Max (found in Tools > Viewport Canvas) . You can use the similar brush setup as with Vertex Paint but for creating a bitmap.

adiiiiii
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I used this technique in a project I did a few months ago. I used on wooden steps and a wooden balcony that's outside. I only took it a step further and applied it to the bump as well, lowering the bump a little for the areas where people walk, because wood used outside tends to be a little coarse and areas where people walk a lot will end up being a little smoother. For indoor floors, depending on the type of floor, it's usually not that very noticeable.

markpeters
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i do something similar, but in Vray. . i use vray distance textue to a extruded spline with a texture in the distance slot

mikegentile
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You could also slap a noise/grunge map on top of that mask

mali
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Why do you assume my floor is more shiny in the corners, I stand for all wall
huggers :D

RUUDTHIJS
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Great workflow - very useful not only for flooring ! I will try with walls, cabinet drawers etc. May look much better than regular AO

krzysztofbogdanowicz
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Good tips, but I thought with this type of flooring you would have used a tiling texture for the floor to increase resolution?

TheTimeProphet
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Great video! wouldn't baking and exporting the vertex color map after adding it to an output map achieve the same results ? while also not needing the subdivide.
I am curious as to what would render faster a texture or a subdivided mesh?

abdelrahmanelsaadany
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hi thx for the video !!!
a quick question, what if we need multiple vertex color ?
for example, i have a floor of parquet then a transition joint and then a concrete screed flooring ?
we have to paint both floor with one vertex modifier and apply on each material slot of concrete and parquet ?
please advise

vrendviz
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How do you setup for tone mapping to get good contrast?

ChrisAmos-gb
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holy shit, vertex paint, made my day

arq.alfonsowitz
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I want to ask a question, that is, for the FS renderer, how many PASS and noise levels should be set for the final image? Thank you

jieliu
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a closed spline+distance is better 'cause it's 100% procedural. VP could be easily broken

studio
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Whoa, arkham horror on the shelf. Condolences to your wallet.

karma