velvetradiance wrote:why would you need this ? can you give me a particular example in practice ? i find it difficult to picture a use for this.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)
Radiance
any last minute requests for procedurals ?
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- pedrofelipe
- Posts: 157
- Joined: Mon Jan 18, 2010 2:06 pm
- Location: The Netherlands
I used alot in max for fabric in general.. not only velvet!
Proupin wrote:velvetradiance wrote:why would you need this ? can you give me a particular example in practice ? i find it difficult to picture a use for this.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)
Radiance
a retroreflective brdf can do that...
i don't think i have the time to add this tomorrow in the final version as that would require more coding than just adding a 3d procedural node,
so maybe i'll do that in the next release, or i might add a retro-reflective brdf.
Radiance
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I don't know if this falls into the category of procedurals, but a color adjustment thing (HSV or similar) would be very nice.
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he asked for ONE examplepedrofelipe wrote:I used alot in max for fabric in general.. not only velvet!

Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
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Sounds great! Having a few different noises to layer up will add some nice richness.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
- pedrofelipe
- Posts: 157
- Joined: Mon Jan 18, 2010 2:06 pm
- Location: The Netherlands
Sounds good to me!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
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.
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.
I haven't played with procedural stuff yet. Is a checkerboard procedural implemented? if not that would be great to make in Octane.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