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Re: Floorgenerator workflow

Posted: Thu Dec 17, 2020 11:19 pm
by Elvissuperstar007

Re: Floorgenerator workflow

Posted: Fri Dec 18, 2020 9:16 am
by whersmy
@ Elvis

Can you elaborate a bit on that? Is that a workflow we should adopt?

Re: Floorgenerator workflow

Posted: Sun Dec 20, 2020 4:15 am
by Kalua
paride4331 wrote:
Kalua wrote:
Rik wrote:To be honest, I kind of regret choosing to go with Octane all those years ago.
The )toy management seems to think all artists need to make fluffy bunnies out of clouds.

I can't believe there's still no procedural textures to create something as common as a brick wall. Surely this should have been done first?

I still remember the shitstorm when release 3 came out when all the materials got bust but it was OK because we were told the new engine could do everything so suck it up.

Yet still no multitextures, still no bercon maps, still no OSL library with instructions...
I have created two feature requests considering these fallbacks:

https://render.otoy.com/requests/?qa=59 ... low-3dsmax

https://render.otoy.com/requests/?qa=59 ... aders-were

I am not sure Otoy realizes how much 3DS Max's Archviz artists relies on these features for their everyday jobs...
Hi Kalua,
bearcon noise works fine putting it in RGB image node > standard node
Regards
Paride
Thanks, Paride
I explained it incorrectly: Can we use Bearcon Tiles with Octane? That would already be nice to have.
Regards,

Re: Floorgenerator workflow

Posted: Sun Dec 20, 2020 5:53 am
by Kalua
Elvissuperstar007 wrote:https://www.youtube.com/watch?v=_OocPWEaUCo&ab_channel=3DSchoolGripinsky
Thanks! It is actually useful. There is the perfect way, and also the workaround... which is not completly bad. There

Re: Floorgenerator workflow

Posted: Sun Dec 20, 2020 9:40 am
by Rik
Kalua wrote:
Elvissuperstar007 wrote:https://www.youtube.com/watch?v=_OocPWEaUCo&ab_channel=3DSchoolGripinsky
Thanks! It is actually useful. There is the perfect way, and also the workaround... which is not completly bad. There
Erm, not sure I understand.

He seems to be saying just use Corona as it has CoronaMultiMap and Octane doesn't.

Or did I miss the Octane section?

Re: Floorgenerator workflow

Posted: Sun Dec 20, 2020 4:30 pm
by Kalua
Rik wrote:
Kalua wrote:
Elvissuperstar007 wrote:https://www.youtube.com/watch?v=_OocPWEaUCo&ab_channel=3DSchoolGripinsky
Thanks! It is actually useful. There is the perfect way, and also the workaround... which is not completly bad. There
Erm, not sure I understand.

He seems to be saying just use Corona as it has CoronaMultiMap and Octane doesn't.

Or did I miss the Octane section?
As long as I could understand, the video presents you two ways to achieve the result - good way and less optimized way:
The best way to achieve the result: if we had a similar multimap node (like Corona, Vray and Fstorm do)
The alternative way: to play with UV over a tiled wood texture.

I think it's time we have a multimap node to rondomize textures along different connected mesh groups.

Re: Floorgenerator workflow

Posted: Mon Dec 21, 2020 1:55 am
by Kalua
For now, I am overcoming this limitation with Vizpark Omnitiles: https://www.vizpark.com/shop/omnitiles-standalone/
It is dirt cheap - specially if you accumulate loyalty points with VP. It is very easy to use and creates the right amount of variation most of us will need.
Highly recommended alternative for tiling at this moment.

Re: Floorgenerator workflow

Posted: Sun Jan 09, 2022 11:22 am
by ramone163
+1 for multitexture map support or OSL alternative.