any last minute requests for procedurals ?

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radiance
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Son Kim wrote:
radiance wrote:i've only got a few hours tomorrow so i suggest:

- fbm noise node
- 3d bricks texture node
- invert texture node
- ridged multifractal noise node

that should be it.

Radiance
I haven't played with procedural stuff yet. Is a checkerboard procedural implemented? if not that would be great to make in Octane.
yes, it's called 'checks', it's in RC3.

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radiance
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vimaxus wrote:sound very good here too!

does 3d means the brick texture will be independent of the imported mapping?

it would be great to have the option to ignore the mapping on all the materials and redo it all in a common scale because sometimes you miss a few objects and then the scale is always different. on the objects you forgot. this way the wood for instance is guaranteed to have a real(ish) scale in all the scene.

EDIT:
as for an example, think of a curtain or any mesh that you can see through when you look at it perpendicular but not at an angle, its something like an extruded grid.
yes, 3d textures don't require UV maps.
you basically carve your object out of the material,
much like taking a block of granite stone and then cutting your model out of it.

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Krisonrik
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radiance wrote:
vimaxus wrote:3ds max falloff works like mix between the two values you give (or textures or materials even) and the mix percentage is the angle between the camera and the surface but expressed as a percentage (0-90degrees=>0-1) so if you give black-white values you get a gradient from black perpendicular to white tangent but in a different formula than fresnel (it changes much faster)
why would you need this ? can you give me a particular example in practice ? i find it difficult to picture a use for this.

Radiance
If I'm not mistaken, this used to be the trick to fake volumetric material.
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Chris
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I would like to see stucco, very handy for archviz etc.

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lixai
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tile texture procedural would be verry nice.. many textures can be made from this. allso can be used as a bump on a real texture.. just have tu match the tile dimension. PLEASE :mrgreen:
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grimm
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It would be really nice to get access to the surface normal of the object then you could do dust or snow like textures. Also it would be nice to be able to choose an up vector and have the values returned as the angle between the up vector and the surface normal.

Another node tool, that would be nice, is one that returns the distance between the intersection point and the nearest vertex of the polygon. Or even better would be to have the ability to weight vertices with a value and then the node would return the interpolated value of all the near-by weighted vertices.

Conditional nodes would be nice too (if they are not already built in). ;)

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pixelthekid
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You've already got a lot of good suggestions. I'd add a good cellular/voronoi texture would be handy.
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