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Hi, does anyone know how to create this pattern in Photoshop or Illustrator? I need to use it to create a bump map in another program. Thanks
@Paulo1988 it's been awhile for me to creating a pattern from an image in Illustrator, but I did create a video a few years back for that, called How to Create a Pattern Swatch from an Image in Illustrator
Plastic Grainy is a Substance 3D material that is available through the Substance 3D Community Assets that's pretty close:
https://substance3d.adobe.com/community-assets/assets/a08477ed227779c3bc5b362d024185cc1fc59a6b
Or here's another approach to make a pattern like the picture that you could try in Photoshop:
I had a few minutes so I tried both methods.
The first is Photoshop and uses the Add Noise, Blur and Find Edges filters. Note tje Find edges Filter is set to Exclusion blend mode. The resulting pattern is here :
The second is Substance 3D Designer and the texture is based on a Perlin Noise node, plugged into the Height and Normal outputs. The top left window shows the tiled material on a cylinder.
The Substance Designer Method is closer and is also tileable.
Dave
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@Paulo1988 it's been awhile for me to creating a pattern from an image in Illustrator, but I did create a video a few years back for that, called How to Create a Pattern Swatch from an Image in Illustrator
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In Photoshop, you could start with a 50% grey layer then use filters to Add Noise , add Gaussian Blur, then use use Find Edges before adjusting it with a curve. However the best tool for creating such procedural patterns for height/bump maps is Substance 3D Designer. It will output the bump map directly (along with the BaseColor, Roughness and Normal maps if you require them).
Dave
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I had a few minutes so I tried both methods.
The first is Photoshop and uses the Add Noise, Blur and Find Edges filters. Note tje Find edges Filter is set to Exclusion blend mode. The resulting pattern is here :
The second is Substance 3D Designer and the texture is based on a Perlin Noise node, plugged into the Height and Normal outputs. The top left window shows the tiled material on a cylinder.
The Substance Designer Method is closer and is also tileable.
Dave
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Plastic Grainy is a Substance 3D material that is available through the Substance 3D Community Assets that's pretty close:
https://substance3d.adobe.com/community-assets/assets/a08477ed227779c3bc5b362d024185cc1fc59a6b
Or here's another approach to make a pattern like the picture that you could try in Photoshop:
If you want the edges around the sections to be smoother, then Ctrl+click (Command+click) on the layer mask to load the selection, invert the selection (Ctrl+Shift+I, Command+Shift +I), go to Select > Modify > Smooth, increase the radius, and fill with black.
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I will be using the texture in Keyshot
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I dont personally know Keyshot at all, but after quick google looks like there are some built in procedural noise textures, are these not good enough for what you are trying to achieve?
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