Hi guys,
I will have about 2-3 hours tomorrow to add a few final procedurals that will have to last a few weeks in 2.2 final.
I was thinking adding besides the existing 'turbulence', also 'fbm' (which is similar) and ridged multifractal noise.
These are quick and simple to implement with the existing noise code we've developed.
Maybe also a 3d brick texture would be handy. with parameters for mortar thickness, and x, y, z scale of the bricks.
Are there any other things (non-complex things, eg nothing like gradient bars that require hours of UI work) that people would want ?
Yours,
Radiance
any last minute requests for procedurals ?
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I have meant to look into the proceduals when I got some time, after I sorted that other thing which is hanging..sry, too much work.
But when I do I will add some surgestions, but not only the materials, but also functions and relations.
Anything you can shove in is gladly appriciated.
I am thinking, 5-10 different types of noise..like Bercon maps for 3dsmax, those are great.
Ill list when I can
mads
But when I do I will add some surgestions, but not only the materials, but also functions and relations.
Anything you can shove in is gladly appriciated.
I am thinking, 5-10 different types of noise..like Bercon maps for 3dsmax, those are great.
Ill list when I can
mads
Amiga 1000 with 2mb memory card
totally agree on a brick-tile type of procedural, it would be awesome!!!!
thanks
Just think, add your procedural wood to a tileable with a random color variation and boom, any wood floor you can think of!!! as big as you want!!, wow... such posibilities..
thanks
Just think, add your procedural wood to a tileable with a random color variation and boom, any wood floor you can think of!!! as big as you want!!, wow... such posibilities..
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- pedrofelipe
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if u make the brick procedural very editable we can even do tiles, floor and stuff! that would be great!
Falloff would be a great thing to add!
Fractal noise if it isnt asking too much!
Falloff would be a great thing to add!
Fractal noise if it isnt asking too much!
fallof = ?!pedrofelipe wrote:if u make the brick procedural very editable we can even do tiles, floor and stuff! that would be great!
Falloff would be a great thing to add!
Fractal noise if it isnt asking too much!
do you mean a gradient texture ?
Radiance
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- pedrofelipe
- Posts: 157
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hey,
a linear gradient you can make with the sawwave texture.
non-linear curves are for 2.3 as i won't have time to code the UI stuff for that tomorrow.
also, i don't understand about the coating, we already have a thin film coating on glossy and specular materials, is this what you mean or not ?
Radiance
a linear gradient you can make with the sawwave texture.
non-linear curves are for 2.3 as i won't have time to code the UI stuff for that tomorrow.
also, i don't understand about the coating, we already have a thin film coating on glossy and specular materials, is this what you mean or not ?
Radiance
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- pedrofelipe
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- Joined: Mon Jan 18, 2010 2:06 pm
- Location: The Netherlands
Never mind... I dont know how to explain! I go back to my dark-corner!
BTW, a little examples/explanation about the new nodes will be great... I don't know the other guys... but I dont know what to do even with these rc3 nodes!
BTW, a little examples/explanation about the new nodes will be great... I don't know the other guys... but I dont know what to do even with these rc3 nodes!
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.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
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB