Author Topic: Tiles playground  (Read 10411 times)

2023-11-18, 23:13:35
Reply #45

romullus

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Fully procedural garden path with Corona tiles.
Would you please be able to upload this scene for us to try out?

I managed to significantly simplify the setup, previously it was unnecessary complicated. With the addition of conform modifier in Max 2024.2 update, the setup should remain fully procedural even on arbitrary shaped terrain (didn't test that myself yet).
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2023-11-21, 17:52:51
Reply #46

n2graf

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I think that the blur effect of the gap does not succeed in applying a bump to the edges of the tile. The problem is that as it is now, the gap and the tile are born from the same color, and to apply the bump correctly they should have different heights. In other words, we should be able to activate something like a gradient ramp on the edges of the tile, to be able to apply a bump only to the tile that starts from a medium gray, unlike the gap area that starts from a total black. This would be to achieve the bulging effect of the tile, as in a cobblestone. It would be the solution that bercon uses by applying a third step color between gap and tile, which only mixes with the tile in the form of a gradient and you can choose the color from which it starts. Would it be possible to do something like that? but once I had to use bercon just for that reason. Thank you so much

2023-11-21, 18:14:13
Reply #47

n2graf

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Maybe is more easy to make Edgemap compatible with tilemap, because now its not working.

2023-11-21, 19:07:11
Reply #48

dfcorona

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Fully procedural garden path with Corona tiles.
Would you please be able to upload this scene for us to try out?

I managed to significantly simplify the setup, previously it was unnecessary complicated. With the addition of conform modifier in Max 2024.2 update, the setup should remain fully procedural even on arbitrary shaped terrain (didn't test that myself yet).
thank you so much for putting that together!

2023-11-21, 19:22:05
Reply #49

romullus

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You're welcome!
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2023-11-22, 11:21:17
Reply #50

romullus

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Feature request: add support for Corona edge in Corona tiles for weathering and other effects. Gradient ramp works, but only in limited scenarios.

When tiles are square, gradient ramp works nicely in box mode.


When tiles proportions significantly differs from square, gradient ramp is noticeably stretched.


This can be fixed by combining two separate gradient ramp maps in linear mode. Not very convenient to setup and control, but it works.


When tiles has big variation in length, gradient ramp can't help with that. Corona edge map with its distance dependant on scene units and not tile's proportions would have no problems with that.
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2023-11-22, 13:18:41
Reply #51

n2graf

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I'm 100% agree. We need a way to make the displacement or bump of a coblstone for example. The Gradient ramp and Coronaedge dont works because they got a cross at the vertex that makes the displacement not so smooth.

2023-11-22, 14:45:56
Reply #52

romullus

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The Gradient ramp and Coronaedge dont works because they got a cross at the vertex that makes the displacement not so smooth.

You can make gradient ramp to produce more smooth result (see attached image and example scene), but i agree with you, this sharp corner doesn't look sexy in Corona edge.
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2023-11-28, 14:39:39
Reply #53

leo_surrealismo

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Is it possible to have independent values for the gap?

2023-11-28, 14:47:34
Reply #54

Avi

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Feature request: add support for Corona edge in Corona tiles for weathering and other effects. Gradient ramp works, but only in limited scenarios.

We have logged this feature request in our system to be further reviewed by our devs.

(Internal ID=1257961406)
« Last Edit: 2023-11-28, 14:48:05 by maru »
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2023-11-28, 15:15:33
Reply #55

Frood

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That does not make any sense to me. Corona edge is working on geometry, not on UVWs/tiles. Additionally, the output is ugly like gradient ramp currently :) But maybe there is another solution.

When tiles proportions significantly differs from square, gradient ramp is noticeably stretched.

You could use the same tiles map with b/w setting and gap blur - looks similar to gradient ramp but stays absolute in distance. Maybe piped through any curve operator (output map / CoronaColorCorrect etc.) to further shape the gradient. Yes, a map able to create absolute borders in a tile would be great. Afaik not "even" BerconTiles/Maps are able to do something similar.


Good Luck



Never underestimate the power of a well placed level one spell.

2023-11-28, 15:48:50
Reply #56

romullus

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You could use the same tiles map with b/w setting and gap blur - looks similar to gradient ramp but stays absolute in distance. Maybe piped through any curve operator (output map / CoronaColorCorrect etc.) to further shape the gradient. Yes, a map able to create absolute borders in a tile would be great. Afaik not "even" BerconTiles/Maps are able to do something similar.

The idea is to have constant width gradient independent from gap bump/displacement.

Additionally, the output is ugly like gradient ramp currently :) But maybe there is another solution.

I think this could be easily fixed by the devs, maybe they need just a little bit of convincing, i mean, it's possible replicate this ugly spike with two gradient ramp maps, but it's also possible to have nice corner with the same maps, just by changing their blending mode.
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2023-11-28, 17:05:08
Reply #57

Frood

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The idea is to have constant width gradient independent from gap bump/displacement.

Yes, I just wanted to point out, that you can get something similiar like using your combined gradient ramp approach by using the CoronaTile map itself more easily. Still it suffers from the corner edges (as blended gradient ramp in box mode does) but it is not distorted by scaling. And the maps have to be wired to be able to change one and get the proper gradient automatically - not convenient but works.


Good Luck



Never underestimate the power of a well placed level one spell.

2023-11-28, 17:15:37
Reply #58

CharlyRT

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Personally I preffer to use BerconTiles but this new map its something that needed to be done, this first take its really good, I think that there are some tools that are missing that could help:
-Random Gap W & H size
-Random texture rotation
-Flip texture H & V
-Different shapes for Gap Blur
 
What I dont understand its, since the first time I tried Corona in v4, BerconTiles seemed to be incompatible (at least this is what the VFB says), but the ressults doesnt seem to be failing, could someone elaborate on this?

2023-11-28, 17:27:37
Reply #59

Frood

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What I dont understand its, since the first time I tried Corona in v4, BerconTiles seemed to be incompatible (at least this is what the VFB says), but the ressults doesnt seem to be failing, could someone elaborate on this?

The error message is a bit missleading. It's just about the fact that you can easily get it to crash, especially if you have "show in viewport" activated on the material using it. But it works flawlessly (there has been even a fix for some -if not all- Corona maps a while ago to work properly with BerconTile - it did not made it into the changelogs for some reason though).


Good Luck



« Last Edit: 2024-01-26, 15:32:28 by Frood »
Never underestimate the power of a well placed level one spell.