Author Topic: Imitating Clo3d; Puckering normal maps overlaying  (Read 1104 times)

2023-01-11, 12:09:00

wilbertvandenbroek

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Hi guys, I'm having trouble fixing something in translation from Clo to 3ds max. In Clo you have something called Puckering. You can see it in the attached screenshot. It works as a normal map without any diffuse or whatsoever. With one puckering texture I can add it to 3 different garment patches and it works. The materials seem to sort of overlay the normal in Clo.

In max however I don't have this option. As you can see in the render and the slate editor, the puckering is separate material in the multi/sub-object using a white diffuse. I need this to match the color of the object beneath it. The first thing that comes to mind is plugging the multi sub-object in a blend shader but that isn't supported. I tried different options with blending of maps, but because I want to automate this setup in the future I really need this one normal to apply to the whole underlying object.

If anyone could point me in the right direction that would be great. Thanks.
« Last Edit: 2023-01-11, 14:08:00 by wilbertvandenbroek »

2023-01-11, 14:00:28
Reply #1

TomG

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I'd just put the puckering normal into all the other materials and delete that layer, which is what you mention, to have one normal apply to the whole object (by appearing in every material) - but I don't think there is a way to automate that (unless it can be written in Maxscript)
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2023-01-11, 14:07:38
Reply #2

wilbertvandenbroek

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Hi Tom thanks for the reply, unfortunately the incoming mesh has a specific unwrap uv's per material, so adding the normals to each material would result in the map being stretched across the entire fabric instead of just on the small mesh strip that has the correct uv's to display the puckering.

2023-01-11, 15:54:40
Reply #3

romullus

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Check if the puckering mesh has second UV channel with UVs from underlying fabric. If there's no such channel, you will need to create it yourself by projecting UVs from main fabric mesh. Then use rayswitch material for puckering mesh to prevent unwanted shadowing.
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2023-01-16, 13:44:47
Reply #4

wilbertvandenbroek

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Interesting solution Romullus. I'm going to look into it. We also now are trying to see if we can recognize the closest underlying object and then match the materials.

2023-01-17, 22:46:43
Reply #5

mferster

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Disregard, misunderstood the issue.




Hmmmmmm so is the problem is that you want to blend the two normals(puckering and cloth texture) you have together correct? If that is indeed the issue, I would try plugging in your puckering normals texture into the base bump slot and then add the cloth texture normals into the additonal bump slot with another corona normal map.

or you could try experimenting adding the cloth's texture normals into the clearcoat layer bump. with a bit of finesse and shifting around roughness/IOR amounts I think that might do the trick.
« Last Edit: 2023-01-17, 22:51:59 by mferster »

2023-01-17, 23:57:15
Reply #6

romullus

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I would try plugging in your puckering normals texture into the base bump slot and then add the cloth texture normals into the additonal bump slot with another corona normal map.

I would never thought that this could work, but i gave it a try just for fun and it actually does work! The results are much better than usual overlay blending that i used to use for this. How cool is that?! Thanks for the great trick! :]
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2023-01-26, 11:04:55
Reply #7

maru

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Romullus, this is actually a super interesting trick! We will add it to our Normal map guides. :)
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2023-01-26, 11:24:42
Reply #8

romullus

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The credit goes to mferster :]

I remember some years ago i participated in a discussion in the forum about better multiple normal maps blending, i guess this trick solves the issue perfectly.
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