Displacement textures on a rectangle

Hello,

I tried searching the forums but I could’nt find anything. Not sure what should I even be asking heh.

So I want to make a basic wooden plank with a 3d wood texture on it. I made a rectangle with a custom material, added color mapping and then displacement mapping. It does give the plank a wooden texture, but it makes it on all sides in a very ugly way. Also it looks like there’s a filleted edge for some reason. I tried tweaking some numbers but it’s all a guessing game for me, and my computer is slow. Any ideas on how to get a “normal” looking plank? Heres a picture of my creation.

r

Thanks

please post a file.

my guess: the pseudo-chamfer you see is the result of a sharp box.
If you _filletEdge it should look nicer.

I also recommend this excellent video about textures from Brian

And this one about displacement maps

further tutorials here:

hope this helps - kind regards -tom

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Thanks for the answer Tom.

Here is the file. I tried 3 different methods here. I tried filleting, no filleting and then adding texture to only 1 side of the rectangle at a time. It all looks bad still. I try to make miniatures for a boardgame, thats why they are so small. I also need ideas on how I get the plank to look like wood and not like rotten slabs with holes in them. :grin:

planks_box_texture.3dm (2.5 MB)1

I watched the tutorials, along with some youtube videos but I can’t get the planks looking right. The wood texture never seems to look right not matter what I dial in.

Any help?

What is the intended use for your wood plank? Rendering, or 3d printing?

Ah yes, im 3d printing tokens for a board game.

Set your whitepoint to 0.1 or maybe even 0.05. You currently have a range of 0.00 to 1.00, meaning a millimeter depth.

Also, your texture doesn’t have a proper size set (at least in Rhino 8).

Since you’re doing a texture to print on something that is modelled 1 mm thick and 17 mm long and a a smidge shy of 2.7 mm high you won’t get a great amount of detail out of the texture you currently have. There is just too much detail if you ask me.

I would start by applying a box mapping to your plank, then make sure your texture you use for displacement has a better size. Here I set size to 0.10x0.10

but it probably still has too much detail. I have to say I don’t know much if anything about 3d printing, so I don’t know if this kind of detail is achievable on the dimensions this plank has.

You probably should find a texture that has much less detail, but still gives you that wood-look.

Anyway, ensure your plank has a box mapping, have a texture set up that is set up to use mapping channel. And then you can use that same texture in the displacement modifier as well.

The whitepoint (highest point) should be low enough. The 1.0 you have would mean a 1 unit addition, meaning 1mm. And 1mm deep grooves.

If you want that you still can do that, but you then definitely need a texture with much less details (fewer grains etc).

The resolution of the texture still should be high though, so you don’t get too much stepping.

Some potential changes: Newbie__planks_box_texture__suggestion_jesterKing_v7.3dm (1.3 MB)

Here I added also a new material so it was easier to visualize where the displacement texture would end up.

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Ahh that makes so much sense! Thanks for seeing so much trouble. I must see to that next.

Just as side note: by following one of the tutorials I was able to make a small 3d-print with a different wood texture, but as you said its way too small to look good. I mean it does look like wood, but the grain is so tiny you barely see it.

Resin prints are very detailed, theoretically accurate to 0,05mm. But it doesn’t always look good :slight_smile:

Yah, that is what I was thinking. Your plank is so tiny, you’ll have to make larger details to make it usable for us humans.

Good luck with designing the pieces for your board game! Be sure to post some pictures when you have something to show. I always like to see interesting new board games (:

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