Tileable Burned Ashes Ground Texture

Tileable Burned Ashes Ground Texture

cgtrader

All final renderings were rendered in Blender 2.8 using the powerful Cycles renderer with a Physically Based Principled BSDF shader, creating photorealistic images. Render settings utilize an enormous 16384x8192 HDRI image lighting map (included) to capture the scene's lighting accurately.\nTextures are optimized for PBR rendering solutions (using Metalness or Specular workflows), making them perfect for high-end visual effects and games.\nThe level 6 subdivision modifier is applied to geometry, ensuring crisp details and smooth surfaces. Beauty renders use albedo, roughness, and vector displacement maps to create stunning visuals.\n\nGEOMETRY\n\nThe provided geometry consists of two low poly flat ground grid meshes. The first mesh uses a single tile of texture maps, while the second mesh uses nine tiles with overlapping UVs to demonstrate how multiple tiles join together seamlessly.\nThe meshes are subdividable up to their original sculpt level of 8, allowing for accurate rendering of tiny details in the displacement map.\nThis model is designed to strike an optimal balance between detail and performance, making it suitable for both high-detail close-up renders and lower subdivision levels or non-subdivided mesh usage in game environments.\nThe geometry is centered on the origin point and scaled to real-world units (centimeters).\nOnly polygonal quads are used in this model, ensuring smooth rendering and efficient memory usage. No poles have more than five edges, preventing potential rendering issues.\nThe displacement distance is set to 10.0 cm, making it compatible with other software packages.\nThe UVs are linearly mapped, eliminating the need for internal smoothing and locked borders to prevent texture distortion.\nTEXTURES\n\nTextures are photorealistic 4096x4092 (32-bit per channel EXR) images, created from real-world object capture data. Each model's UVs were carefully designed and inspected according to its unique surface characteristics, striking an optimal balance between maximum texture space allocation, intuitive layout, easy further 2D texture editing possibilities, and minimal texture distortion.\nTextures are specifically designed to fit linear UVs, avoiding UV smoothing errors. The geometry of evenly sized quads guarantees low linear UV texture distortion when subdivided.\nThe textures used in the provided Blender scene include:\n\nAlbedo\nRoughness\nVector Displacement\nSpherical 16384x8192 HDRI map texture\nAdditional textures are provided in a separate archive, including:\n\nNormal (for subdivision level 0 geometry)\nSpecular\nGlossiness\nDisplacement\nNo third-party plug-ins were used to create this scene. It was built entirely within Blender 2.8.\nPlease feel free to leave your feedback. Your input will help me better understand your needs and improve the quality of my products.

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