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Messages - romullus

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16
[Max] Feature Requests / Re: tile map on decals?
« on: 2024-04-11, 20:20:50 »
I was talking only about decal effect sticking in place, not the decal object, but i see what you mean. You can achieve what you want by simultaneously moving decal half the length of its expansion. Let's say from frame 0 to frame 30 decal expands by 100 units, then if you'll also animate its movement in the same time frame by 50 units, it will look like decal is expanding from the edge and not from the center.

17
[Max] Feature Requests / Re: tile map on decals?
« on: 2024-04-11, 16:41:21 »
The idea is, that you don't need to mask anything, if you'll set texture's mapping source to world, or reference node space, it will "stick" in place and you will be able to either move decal, or increase its length and this should create illusion of revealing new tyre tracks.

18
[Max] I need help! / Re: [solved] Node to rotate a texture?
« on: 2024-04-11, 14:34:56 »
Indeed it doesn't. Strange, but i think i remember that this used to work, maybe something got broken at some point? I also found that W rotation in Corona bitmap rotates in wrong axis when in spherical mode. Something seems not right here. Anyway, sorry for misleading, it seems you'll need to find other solution.

19
[Max] I need help! / Re: Node to rotate a texture?
« on: 2024-04-11, 12:17:24 »
You're welcome!

20
[Max] I need help! / Re: Node to rotate a texture?
« on: 2024-04-11, 11:28:13 »
Corona mapping randomizer should do the trick for you.

21
Sorry, i have no idea why it's not working for you, maybe it's C4D implementation thing? In 3ds Max the distance map (shader) works flawlessly in all mappable slots of Chaos scatter and its result can be seen in the viewport instantly. I thought that bad or missing distribution mesh UVs might be the issue, but it doesn't seem the case - even when i completely erased UVs, the distance doesn't give a damn about it.

My current status is, that it only works with Transformation, Rotation or Scale mask but not with the Surface Scattering itself. And even the three working things don't behave always 100% logical.

Maybe the reason for seemingly illogical behaviour is the fact that the scatter's transformations has mapping modes and you forgot to take that into account? Try to change the modes and see if behaviour becomes more logical in your mind. Again, just tested this in 3ds Max and everything here works as expected.

22
I can't provide any visual examples at the moment, but think about scattered systems where you want to have more control along borders, like more distressed lawn, or less dense forest and more bushes instead of trees. Sure, you can use Corona distance for that, but edge map would allow to keep completely non-destructive workflow.

23
[Max] Feature Requests / Re: tile map on decals?
« on: 2024-04-10, 21:04:24 »
I might sound like a broken record, but what's wrong with real-world mapping? Easy tiling decals just in couple clicks.

Aside from tiling a decal, would be great if you could mask it off, use corona slice or even the slice modifier on them. Use case > mask a length of tire tracks where a moving car hasn't been yet and reveal it as the car moves. I tried to create a moving mask with all three options mentioned as well as a corona distance tex but could not get any to work.

Even that is already achievable if you'd use triplanar and change its mapping source from local to world, or reference node space.


Edit: press on the picture if you want to see GIF

24
Maybe we could have additional colour bias control which would shift tiles/grout colour transition point to either direction, because most of the times you want tile walls to have either one colour, or another, but not a smooth gradient. Beanzvision's method if it works, it does so in very specific case, which is hardly practical at all.

25
@shortcirkuit, it's a known issue with the latest daily build. Have been discussed just a couple messages above yours.

27
That's good to know. I should probably visit their page and see if there's some interesting improvements, last time i check Sini scatter was probably 2 or 3 years ago. Never gave it a try though, so far Chaos scatter covers most if not all of my needs.

28
General CG Discussion / Re: 3ds max 2025
« on: 2024-04-08, 23:40:36 »
You'll need to wait for release that's compatible with the latest 3ds Max, that is Corona 11 Hotfix 2, which should be out sometime this week.

29
Work in Progress/Tests / Re: romullus wips
« on: 2024-04-08, 20:28:19 »
Thank you. That's intentional, old soviet cars had poor quality glass windows, which would distort the view quite significantly. Here's one extreme example: https://www.flickr.com/photos/dimal965/6240686023/ I probably could tweak the maps somewhat more, since distortion doesn't look quite exactly how i would want to, i'll leave this for next time.


30
Have you  tried SiNi Scatter?

No i didn't, but i think it's not free, right? I saw it has few very interesting features, which i really would love to see in Chaos scatter though.

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