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Wall Texture

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54
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italy
Hi all,
Question for texturing expert. Which is the best technic to render in realistic way a large ( about 28 meters ) plaster wall of a building ? Take a photo to closest of the real wall and make a texture with software like Photoshop or use textile option in blender or external software? I think a software like substance or armor or quixel are best for small object.

thanks to all could clarify my question.
 
Hello...

Imteresting... 1 question back at you? How does Quixel, Armor Paint, or Substance know how small or large an object is?
 
The issue is not about the texturing tool but the technique. I think you are floating around the idea of texel density: effectively, the number of pixels per inch/centimeter. With a 1024 texture, for example, the texel density is high on a small object but the same texture will be lower on a larger object. This may not be noticeable from a distance but will be if you get close to it in the sim. One way to solve this problem is to increase the size of your texture but there are practical limits.

The traditional approach to texturing is to paint all of the details of your object on a single texture. A lot of people here get very good results on large objects with this approach and do amazing things with texture size and UV packing. There are two other techniques that allow you to creat much higher resolution results:

  1. Tiling. Here, you develop a square that represents the plaster and apply it to your model. Then, scale the UV of the wall so that it is larger than your texture. Your texture will repeat (or tile) across the object’s face. The keys to this are to (a) make sure your texture is tileable (edges meet neatly on all sides and the patterns on the plaster are subtle so that it is not obvious your are tiling) and that you know the physical size of your texture to scale your UVs (For example, the UV needs to be scaled 14x for a 2m texture to cover a 28m wall). I prefer this technique because I can use relatively small textures to produce a very good result. But, the approach can result in a bland wall. So, I have used decals to overlay dirt, rust,cracks, etc. The benefit of this approach is that you can get very high resolution results. The other downside is that you end up with more texture files which has traditional been a bad thing but it seems to be less of an issue in a modern sim on relatively modern hardware. Asobo uses this technique extensively in the default scenery.
  2. Multiple textures. If you want a lot of variation across the wall, you could use subdivide your wall and apply unique textures to each adjacent face. For example, you could take your 28m wall, subdivide it into four 7m sections and the apply a texture to each section. This uses more memory and creates more geometry than the tiling approach but again it can result in a high texel density. It also allows you to apply very different textures to different sections of your model.
Regardless of your approach, it is important to maintain a consistent resolution/textless density across all of your objects in a scenery. Otherwise, one object may look great but the object next to it appears blurry.

I hope this helps.
 
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