Fractura Ring 18ky and SS. KS11 rendered in GPU mode. Any tips for improving the ground texture?
Nice! I really love all the tiny imperfections! The ground texture is bit undefined for me could be a kind of leather and I think it looks really lo-res while the ring is super sharp and has those nice imperfections.
Since just a small part of the picture is in focus, I think you could basically use all materials you like but it has to be recognizable and also sharp (maybe with also a bit of imperfections) where the focus is. With current renders it’s a bit between a kind of leather or weird skin like pores texture.
Because the ring is so well defined a dark back might also work well in for example dark blue/green leather. Again, hooray for the imperfections!
Maybe this is better. I did a bit poorly on this as I don’t have a graphics tablet at work. But you have a very nice rendering of the ring materials. How did you do that? It looks like a real photograph.
How did you manage to set up the material like that? Could I see your ring’s material graph? The face on the ring looks like real aged gold, with darkened recesses. I especially like the areas near the frame, as well as the cracks.
Thank you for the insight! I found some high res matte board and paper textures to try out. I was trying to blend a couple of the default textures together on the first ones.
(upload://uErqekERLAOMjIRl9YuQW4cqJ9B.png)
How did you swap the ground material to the sand so well? Photoshop?
Below are screenshots of the material graphs I used for the metal. I added a curvature node to control the color/roughness in the recessed areas and an occlusion node to try and give a little extra depth.
![Screenshot%202025-04-24%20194515|690x485]
I generated the sand in Sora. Asked to match the angle as in your photo and then replaced the rings in Photoshop