any last minute requests for procedurals ?

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Proupin
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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
velvet
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pedrofelipe
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I used alot in max for fabric in general.. not only velvet!
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radiance
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Proupin wrote:
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
velvet

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.

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Proupin
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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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Proupin
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pedrofelipe wrote:I used alot in max for fabric in general.. not only velvet!
he asked for ONE example :D
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radiance
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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
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Pauls
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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
Sounds great! Having a few different noises to layer up will add some nice richness.
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pedrofelipe
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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
Sounds good to me!
vimaxus
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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.
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Son Kim
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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.
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