Avatar Emitter
Posted: Tue Feb 08, 2011 10:23 pm
My SHI-FI emitters...
Community Forums for OTOY Customers
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abstrax wrote:Regarding the upload of material macros with images: It is possible, but we had a size limit of 8MB per macro. We have increased the limit to 16MB now.
But please make sure that your used textures are not too big (less than 16MB). You can check the total size of a macro by saving it on disk.
The less data is stored in the macro the faster it is to download them from the LiveDB. In a future release we will display the size of a macro in the outliner, so you can see it before you download the macro.
Cheers,
Marcus
it should be written at the beginning of the competition in the recommendation)abstrax wrote:Regarding the upload of material macros with images: It is possible, but we had a size limit of 8MB per macro. We have increased the limit to 16MB now.
But please make sure that your used textures are not too big (less than 16MB). You can check the total size of a macro by saving it on disk.
The less data is stored in the macro the faster it is to download them from the LiveDB. In a future release we will display the size of a macro in the outliner, so you can see it before you download the macro.
Cheers,
Marcus
Totally cool idea, also it would be great to be able to delete your materials or even better to substitute them for updated ones (I'm thinking mainly of major screwups like myselfmatej wrote: IDEA -> Implement a system that will allow the creator or users to upload presets for some material, ie. different variations of input parameters for some macro. You could then choose this presets from a dropdown.
I second that (asked for it months ago) - ie. a multiply float node, that you can use to apply different scale factors for textures, yet use only one scale input pin from the outside. This way you can proportionally scale the whole thing, without the need to add pins for every different scale you have in your macro system.kubo wrote:but I would also like to ask (you can always say no, hehehe) if a global scale node could be added, 'cause since I've got the veins with a float2 scale and the tiles with a float 1 and they have to be different scales, I would like to add a pin to control overall scale yet keep their proportions.
Second that, also. If not delete, an overwrite function should be available (I also need to re-tweak and change my mind oftenkubo wrote:also it would be great to be able to delete your materials or even better to substitute them for updated ones (I'm thinking mainly of major screwups like myself)
@matej to neka jugonostalgija??? tito partizani yuga itd hahahamatej wrote:Hm, I uploaded two times this material and it doesn't show up (size is very small)...
* Materials/non-organic/cloth - Camouflage Generic v2 b243
* Macro size: 150 KB (one 256x256 grayscale image)
Anyway, this is supposed to be useful for creating generic looking camouflage. It's a little messy on inputs (I might redo it) - there's no exact science how to use it, the primary & secondary colors (min & max in the gradient) are the main colors, the Color_Shade input multiplies them and ads the result to the gradient. Basically just tweak the colors and gradient sliders, and you'll get something useful. Or not. It's possible to control the scale of the pattern and stitches.
I was able to satisfactory mimic two real camo patterns: IDEA -> Implement a system that will allow the creator or users to upload presets for some material, ie. different variations of input parameters for some macro. You could then choose this presets from a dropdown.