I think is a good idea, that way more people can create stuff, I'm afraid most (like myself) were pretty tired after the big contest marathonradiance wrote:I am thinking that due to the issues 3 days is indeed too short, what say if we prolongue it for some more time, like one week total ?
Radiance
Surprise bonus material competition (CLOSED)
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windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
I've re-done the theradplate material, now it's more useful & looks better
* materials/non-organic/metal/ Threadplate Rusty v1 b243 The Rust Intensity slide controls how new & clean (0.0) or old & rusty (1.0) it looks.
I've also re-uploaded the camo mat.
Radiance, can you please delete this two entries, they are now obsolete:
* materials/non-organic/metal/ Threadplate Dirty v1 b243
* materials/non-organic/cloth/ Camouflage Generic v2
* materials/non-organic/metal/ Threadplate Rusty v1 b243 The Rust Intensity slide controls how new & clean (0.0) or old & rusty (1.0) it looks.
I've also re-uploaded the camo mat.
Radiance, can you please delete this two entries, they are now obsolete:
* materials/non-organic/metal/ Threadplate Dirty v1 b243
* materials/non-organic/cloth/ Camouflage Generic v2
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
I'm having a little problem, I've thought of a way to add more randomness to the vein direction and have control over it, again since we don't have tile procedurals (I won't get tired of asking this, wink, wink wink) I did some extra maps for masking purpouses and added some transform pins to my vein texture. It works great, but the tree that controls the color channel doesn't work as expected. If I connect the multiply node that control wood color to the mix that gives control over the indentures color, the result is a white color. It shouldn't be. If I overpass that last mix all works. I looks good althou I've lost the chance to control the indenture. Any ideas? is there a maximun node stack value? if so If I did the mix in a macro texture would it help?
I haven't uploaded v0.3 till I figure this out.
Thanks
I haven't uploaded v0.3 till I figure this out.
Thanks
- Attachments
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
Thanks Radiance. Sorry for stupid questions ...radiance wrote:You need to create a material macro, you can only upload material macros to the lived, not materials.m.arc.in wrote:I have some problem with material upload. I can't do it...
What I do wrong? When trying to save materials in the Live DB, I can only choose to save the file. Octane 2.43 win7 64th Does this mean that the contest is already closed? Again, I did not sleep for nothing ... I wrote down all the material in the files ocm. Can I send in this form? If so at what address?
Create a material macro, open it and create your material inside, then connect it to the macro output, then upload the macro...
Radiance
win7 64/core i7 920/32GB RAM/3x GTX 580 3GB 4x GTX 970 4GB/blender 2.79/Rhino 5,0/octane 3
win7 64/core i5-460M/8GB RAM/GTX 460M 1,5GB/blender 2.79/Rhino 5,0/octane 3 (ASUS G73JW)
win7 64/core i5-460M/8GB RAM/GTX 460M 1,5GB/blender 2.79/Rhino 5,0/octane 3 (ASUS G73JW)
@kubo, maybe you need to invert the texture that controls the mix in the incriminating node? It's hard to tell just by looking at the picture of a node system (I get confused even by my own
).
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Yeap, me too. But no, the mix goes like this, a b&w image with the board tile is the mask the first mix color is an input pin that controls the color of the indenture (actually almost black) the second mix color is the wood color, which is the multiply that works fine, but when I connect it it just gives a white color. Before I added the extra randomness it worked fine, after that it stoped working, that's why I'm guessing there must be some stack limit.matej wrote:@kubo, maybe you need to invert the texture that controls the mix in the incriminating node? It's hard to tell just by looking at the picture of a node system (I get confused even by my own).
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
You are right. On the seventh mix node, the texture goes white. You have 5 levels in the material + those in the texture macro. You'll need to reroute the system so that the tree structure is max 6 levels deep. Another thing to write down for a feature request.kubo wrote:that's why I'm guessing there must be some stack limit.
EDIT: This limitation (bug?) affects all the mappings - invert, clamp.. not only mix & multiply.
Last edited by matej on Thu Feb 10, 2011 3:28 pm, edited 1 time in total.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
thanks, now I'll try to work around that.
update:
Well thanks to Matej I've found a way to reroute the color tree and keep all variables as I wanted, indenture color is more subtle than before but I think that looks better.
Besides some minor tweak the main thing is that I've added the board randomness in a way. For now I'll wait till we have some more nodes like global scale control, and random tiles and float texture gets fiexed to get lower values so I can add control to roughness and such so I can convert it to fully procedural. I have to say that I'm pleased with the results, and even thou I might need to tweak it further it looks close to what I had in my head (which is a lot).
Cheers, now for the next material.
The test were done with another presets, some type of presets upload would be cool, someone allready suggested it, that way people could get not only one but several materials at the same time and upload the presets they liked more.
update:
Well thanks to Matej I've found a way to reroute the color tree and keep all variables as I wanted, indenture color is more subtle than before but I think that looks better.
Besides some minor tweak the main thing is that I've added the board randomness in a way. For now I'll wait till we have some more nodes like global scale control, and random tiles and float texture gets fiexed to get lower values so I can add control to roughness and such so I can convert it to fully procedural. I have to say that I'm pleased with the results, and even thou I might need to tweak it further it looks close to what I had in my head (which is a lot).
Cheers, now for the next material.
The test were done with another presets, some type of presets upload would be cool, someone allready suggested it, that way people could get not only one but several materials at the same time and upload the presets they liked more.
- Attachments
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
materials/non-organic/metal/Old Bronze Screen
74KB
Here's a fully procedural material for an old fashioned bronze window screen with verdigris patina
(uploaded twice by accident - first one can be deleted)
74KB
Here's a fully procedural material for an old fashioned bronze window screen with verdigris patina
(uploaded twice by accident - first one can be deleted)
MacPro 3,1 | 2Quad Core Zeon 3 GHz | 16 GB | GTX 285 | Rhino, T-Splines, Octane
