Abstract

Procedural texture has been used to generate a pattern on the 3D realistic surface for several years and became more important in the physically based rendering (PBR) [1]. Procedural technologies relating to procedural shading have been used successfully for the simulations of natural material and phenomena such as marble, wood, stone, and clouds. In this paper, we demonstrate an imitation of realistic texture which has been developed in procedural pattern generator by the noise texturing algorithm. We try to standardize a workflow that can represent the surface characteristics of the realistic procedural texture by using the physically-based shader. This procedural method could generate complex and realistic textures by using a combination of several component functions. To realize the relation between texture features and basic primitive functions (Noise, Turbulence, Clamp, Histogram, Smoothstep, etc), we propose a useful and practical guideline for designer to build procedural textures by selecting the parameter values. These procedural textures have been summarized in a table that could explain in terms of the classifications of the procedural pattern definitions. Our system uses the 3ds Max software with the Substance plugin in order to offer the flexible editing of request parameters. This paper referred to the multi-pass rendering of texture mapping which is classified into different texture channels (albedo map, roughness map, metallic map, normal map, height map)in PBR. We introduced the process of the texture synthesis between noise functions and texture highlights, such as fractal noise functions, color mapping methods, and bump mapping definitions. This framework can help both programmer and art designer to customize their own shaders with the design routines of procedural textures.

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