6
$\begingroup$

I'm trying create crumpled paper in internal render it's pretty easy here's my result just using voronoi textures with little setting

enter image description here

But when i move to cycles it's not getting close in material nodes using voronoi texture, noise & musgrave texture

just give me little step to make this crumpled paper in Cycles Nodes, i'll do the rest

what i need exactly

enter image description here

$\endgroup$
6
$\begingroup$

Option 1

In my opinion you'll bet better control using a displacement modifier instead of using the displacement on the material nodes.

The controls for the voronoi texture are much more detailed for textures.

Add a plane, subdivide it a lot (I did 100 subdivisions on this example) then add a displace modifier and use a voronoi texture to control the displacement. Play with the feature weights, scale, intensity,brightness and contrast as well as with the strength of the displacement for the modifier.

enter image description here

For more nuanced textures you can use different displacement maps with different settings. Note that the quality of the displacement is related with the amount of vertices on your mesh. For a nice looking paper you might need a lot of vertices. In this case I added a subsurf modifier before the displacement to further subdivide the mesh.

Option 2

If what you are after is to create a bump map (with no real geometry displacement just plug in a voronoi texture to the displacement socket of the material output.

enter image description here

Note that this will give you just the illusion of relief.

Note also how very little control you have on the voronoi texture.

You can combine more than one texture to create the larger and smaller folds.

Otpion 3

To create real displacement you need to enable the experimental features on the render settings.

Then set the displacement control on the material settings to true displacement.

Then the textures connected to the displacement socket will affect the geometry of the object.

enter image description here

For a detailed and more random looking displacement combine several textures.

enter image description here

Note that you will not see the displacement in wireframe, solid or texture shading, only on material or rendered shading. Also render shading will not update when making changes, only material shading will update in real time.

$\endgroup$
  • $\begingroup$ great i try to use options 3. hope get best result realistic tiny crumpled paper $\endgroup$ – haidarvm Apr 13 '17 at 5:26
  • $\begingroup$ i try in hour but still not getting close, i hope you give me advice what kind any other texture / vector node should i use. thanks a lot $\endgroup$ – haidarvm Apr 13 '17 at 5:47
  • $\begingroup$ DId you not see anything i posted??? $\endgroup$ – LetTheWritersWrite Apr 13 '17 at 8:04
  • $\begingroup$ @LetTheWritersWrite sorry i didn't want use any image texture. I need generated by blender only $\endgroup$ – haidarvm Apr 13 '17 at 11:44
  • $\begingroup$ Then why did you post that texture? $\endgroup$ – LetTheWritersWrite Apr 13 '17 at 16:12
0
$\begingroup$

Before anything else, subdivide your mesh into four even squares. Use the loop cut for this. Then subdivide the mesh 2 or 3 times (not with subsurf modifier).

Use the texture as a bump map for the tiny details. Node Setup

Follow the order of modifiers and settings. This will make big wavy displacement,then subdivide for more polys and then triangulate. Modifier Setup

Make sure the displacement also uses the texture. Displacement texture

$\endgroup$
  • $\begingroup$ This is the main concept. You'll have to search the methods of displacement and bump maps in detail to get perfect results. $\endgroup$ – LetTheWritersWrite Apr 13 '17 at 4:20
  • $\begingroup$ Why are your SubSurf and your Triangulate Modifiers below your Displacement? They have no purpose that way. Also, I'm sure you can find a better texture than one with watermarks. $\endgroup$ – Scott Milner Apr 13 '17 at 4:26
  • $\begingroup$ Please conduct the experiment before making these conclusions that mislead other readers. The displacement needs to be on top so that it can create the waves of the paper. If the displacement goes below the subfurf, it will displace the subsurf mesh as well, creating a mess.The triangulate can go below or above subsurf depending on art direction. $\endgroup$ – LetTheWritersWrite Apr 13 '17 at 4:40
  • $\begingroup$ And I used the texture posted above for clarity. $\endgroup$ – LetTheWritersWrite Apr 13 '17 at 4:41
  • $\begingroup$ Sorry for not being clearer. I am confused with the Displacement Modifier being above the SubSurf, since a texture with the detail you are using won't really do anything to a mesh with only four faces. I am confused with your Triangulate Modifier being below your SubSurf Modifier, since there is nothing further being done to the mesh. The triangles the modifier creates won't be seen; they'll just be in co-planar pairs and look like quads. $\endgroup$ – Scott Milner Apr 13 '17 at 4:47

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.