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Messages - n2graf

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1
[Max] Daily Builds / Re: Tiles playground
« on: 2024-05-06, 01:23:33 »
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.

Hey, any improvement to get this skill only usinf tilemap? some button to make square gradient close the gap, inside the tilemap shader, to aovid the work of putting two linear gradients mixed every time??
thanks!

2
[Max] Daily Builds / Re: Tiles playground
« on: 2023-12-01, 12:13:10 »
No man, its not possible with only one tilemap. You need two tilemaps, the econd one is to overlay the blur. And It does not work correctly in the blur corners, it makes straight lines

3
this situation it make the same:


4
It dont works with coronabitmap. Only works with 3dsmax bitmap. Not only does it not work with the modifier, it also does not work with the material displacement

5
Another question.

I have realized that the strategy of using the coronaWire in the base color (diffuse) to visualize the retriangulations made by the displacement no longer works. It doesn't work on either the legacy or the physical. It could be fixed, it was very useful to explain how coronadisplacement works

6
[Max] Daily Builds / Re: Tiles playground
« on: 2023-11-22, 13:18:41 »
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.

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[Max] Daily Builds / Re: Tiles playground
« on: 2023-11-21, 18:14:13 »
Maybe is more easy to make Edgemap compatible with tilemap, because now its not working.

8
[Max] Daily Builds / Re: Tiles playground
« on: 2023-11-21, 17:52:51 »
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

9
A suggestion: its possible to put selection randomizer as an option inside transform randomizer toolbox? like one more at list like translation +rotation + scaling + selection, changing the XYZ by the count and percent options. This is to get all randomizers at same toolbox and improve the workflow, and to have fewer tools to select on the toolbar

10
[Max] Daily Builds / Re: Tiles playground
« on: 2023-11-02, 20:22:24 »
For what do you use chaos scater? for grass?

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[Max] Daily Builds / Re: Tiles playground
« on: 2023-10-26, 18:53:54 »
sorry, one last thing. It would be possible to apply noise in the gap, but not within its texture but rather the distortion of the gap itself, just as happens in 3dsmax tile. It is useful for making rough gaps that have diferent thickness maybe because the tile deformation of an old wood for example, or such as the gaps between the formwork concrete plates.

In the same way as 3dsmax tile, the option to disable some random tile, as if the brick had fallen from the wall, would also be useful. Now I think that's all!

12
[Max] Daily Builds / Re: Tiles playground
« on: 2023-10-26, 18:43:49 »
And one more thing, would it be possible to add the "color 2" concept that have berconmaps? That is, being able to activate a gradient from the gap to the tile to make a smoother transition. Very useful to simulate dirt near the gap (with a dirt texture) or for bumps or displacements where the tile is convex. Once again, thank you very much for the work!

13
[Max] Daily Builds / Re: Tiles playground
« on: 2023-10-26, 18:38:37 »
My applause to corona legion, you have done a great job with corona tilemap. It's awesome, thank you very much. Something like this was missing from too many years ago. The only drawback I can say is because there is no herringbone pattern. I know you can make customs, but do customs allow the diagonal tile?

Thank you

14
[Max] Feature Requests / 3 features for VFB
« on: 2023-10-24, 17:49:39 »
It could be amazing if VFB can have, like the CameraRaw for photshop, the "texturize" "erase haze" and "clarity" features. They are postproduction features very useful that helps a loot on the final look. This is to avoid to enter photoshop for each render.

Many thanks!

15
Thanks aram, what romullus says its exactly what im saying.

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