2

The result came out just bad, and I can not make it a round shape with a noise texture, it shows as squares instead of circles. Please advice. Thanks a lot!

enter image description here enter image description here

BlenderNueva
  • 440
  • 2
  • 10
  • Hello :). Here is a similar question https://blender.stackexchange.com/q/168701 – jachym michal Mar 15 '20 at 09:45
  • Unless you're really close-up, so you can see the silhouette of the little studs, a bump-map would be much more economical, here, and make no difference, I would at least compare, to see. – Robin Betts Mar 15 '20 at 19:17

2 Answers2

4

If you want circles, i'd suggest to use the Voronoi Texture in combination with a Color Ramp. enter image description here To get the offset from the border you will need to use the mapping node with 0.5 offset in x and y. You can play around with the scale of the voronoi texture, but there are only certain value ranges where you get the circle shapes. Important that "Randomness" is set to 0!

Also regarding the highly subdivided geometry, you can use the "Experimental" Cycles setup, where you can use adaptive subdivision.

enter image description here

Using Voronoi and Color Ramp to get round shapes

The picture above should be self explanatory, but important to note is that you will have to use the "Experimental" Cycles Engine setup to gain access to the adaptive subdivision as shown below:

enter image description here

Here you need to adjust the dicing scale to get a smoother result. In the "Surface" panel option in the material, as shown below, you can set the "Displacement Only" or "Displacement and Bump".

bump/displacement or both

You can always fall back to using Bump only which does not need the "Experimental" Setting and should be a lot less strain on the system. But that would depend on how close/detailed you want to go.

Xylvier
  • 4,735
  • 1
  • 12
  • 26
3

Using Displacement modifier

  • heavily subdivide (1-2 million polygons) to get enough detail
  • notice the texture has a regular criss-cross pattern, it's not a random noise
  • to get the 'dots' round, add Subdivision modifier after the Displacement modifier.

Using nodes

Displacement Node gives reasonably good results

enter image description here

Here's the node setup using a Bump node. Displacement node works as well, but requires a lot of geometry.

enter image description here

jachym michal
  • 31,744
  • 5
  • 55
  • 115