Realistic texture tiling

Dear All,

What is amiss in the following material fine white pine, as can be seen the floor texture looks realistic which is default material shipping originally with Unreal engine(wood floor walnut polished), but left panel which is white pine doesn’t looks so realistic. I obtained the normal, dfifuse, specular and ambient occlusion textures from crazy bumps and pluged them in UE4 material. UV tiling and Lihtmapping are also ok, I checked them in blender, so what can I do to improve the relism for that material ?

Regards,

i cant really tell what the wood looks like from the picture, but you can try taking what you have in the ambient occlusion pin (ive never seen it make any changes in may materials) and pluggin it in the specular pin, whatever texture ur using for the second normal map, a recommend you get the diffuse texture for it and lerp the base color one with that as well. also, idk if any of this will work fo you but they have a couple other wood texture nodes, i usually take one of them, grab the red or green ppin, and plug it into a cheap contrast node, and then u can use that in the alpha pin of a lerp node to combine textures nicely. the macro variation and perlin noise textures that come with it are very useful for roughness and specular.

thanks for commenting, I noted all your instructions. Please check the images on the original message I re-arranged them.

After pondering for a while a noticed the following things and my dignosis for my problem, if it needs to be itemized, is:

1.) Tiling is not realistic even with original UE4 wood pine material, there is not seams after applying the texture coord, but having plenty of repetitive textures is eye irritating for that “double-Y” shaped object( attached original wood_pine material 50 scaled), if I don’t apply texcoordinates then texture is unrealistically big, so the first task remains how to eliminate that in appropriate manner from visual rendering point of view?

2.) Also having incorrect settings of material slots, adds an insult to an injury. I also saw how cheap contrast can have significan effect on final result. I noted that I’ll keep playing around with values and mixing with different material textures and channels to see effects.

I usually Use Crazy Bump to extract texture information and it creates normal, specular, AO, colors, displacement maps but not diffuse is there a way go get diffuse from Crazy Bumps or do I have to use totally different software to get that?

I Also would like to know how do we apply displacement and bump mapping cause I don’t see any slot for that in material.

Your guidance will be appreciated

You can do it in gimp, or take one of the r g b pins from one of your other textures, and multiply it by a color. There is a node called bump offset to use for that, though it will start to tile your texture if set too high, as far as tesselation goes, its kind of difficult, i cant ever get it to work correctly in non landscape materials. But since you have crazy bump, make the displacement map, click kn the big main node for your material, then theres a check box in the details panel that says use displacement or something like that. Turn that on and it will open a world displacement pin. Id strongly recommend just making a more powerful normal map or making a mesh for it in blender if thats how you want it to be.

Is that workflow for tiling the texture or getting the displacment mapping effect ? I think I’m mixing many things together so it gets confusing to me and to others as well,

I simplify my question as how to properly tile the texture as can be seen from pic1- and pic-3 the floor material is almost perfect but at the Y shaped object texture pattern is annoying.

Im not quite sure by what you mean by annoying, but heres what you can do to get a desired tiling effect:
Make two scalar parameters, name the one U and the other one V. append them together, then multiply your texture coordinate node by the append and plug the result of the multiply node into the uvs pins. Then, right click the material in the content browser and choose “create dynamic material instance” in there you can manually adjust the u and v parameters of the texture coordinate and see the effects of it in game, as your editing it. That way you can just raise and lower them until you get the result you want.
As far as displacement goes, there is a node called bump offse that i use for that, the result of this node will go into the uvs pin of the texture you want to use for the displacement. The other insrructions i gave are for real tesselation, but again, thats a complicated topic and a bit out of my knowledge range.