Author Topic: Corona Tiles  (Read 20571 times)

2018-06-08, 15:53:59

telemix

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Corona Tiles, with the connection Corona Multi Map. As an alternative to standard Max's Tiles map.
Each tile can have an individual map (randomly).
« Last Edit: 2018-06-08, 17:31:37 by telemix »

2018-06-08, 19:55:34
Reply #1

pokoy

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I'd certainly have good use for something like that.

2018-06-11, 00:43:33
Reply #2

Jpjapers

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Corona Tiles, with the connection Corona Multi Map. As an alternative to standard Max's Tiles map.
Each tile can have an individual map (randomly).

Ive been looking for something like this for ages.
+1 for sure!
« Last Edit: 2018-06-11, 00:53:59 by jpjapers »

2018-06-11, 21:58:06
Reply #3

steyin

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Normally I'd be all for this, but isn't the existing tiles map and bercontile enough?

Though a big problem with using multimap or even multitexture are corner conditions; unless uvw unwrapping fixes that....

2018-06-11, 22:41:49
Reply #4

marqueso

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Can we also get a 3d Tile maker too? roof tiles in particular. Maybe it would be part of the corona scatter?

2018-06-11, 22:50:58
Reply #5

Jpjapers

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Normally I'd be all for this, but isn't the existing tiles map and bercontile enough?

Though a big problem with using multimap or even multitexture are corner conditions; unless uvw unwrapping fixes that....

Damn i forgot about bercontiles...

2019-02-17, 20:26:06
Reply #6

zules

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I would loe this too, Bercon are useful but buggy...
Jules GAILLARD

www.imagineer.fr

2019-03-05, 16:44:22
Reply #7

bishbashross

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Would like this. Bercon has issues with Corona IR so not the best.

2019-03-05, 18:24:16
Reply #8

peterguthrie

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2019-03-05, 22:35:47
Reply #9

actrask

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+1, I can't use bercontile because IT says it will mess up the render farm

2019-03-06, 11:34:24
Reply #10

Jpjapers

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Yeah not being able to use it with IR makes them difficult to use.
A really well done, really well maintained tile map would be fantastic.

2019-03-06, 11:52:44
Reply #11

pokoy

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Yeah not being able to use it with IR makes them difficult to use.
A really well done, really well maintained tile map would be fantastic.

For those who are affected: which part of Bercon doesn't work with IR? I'm using it in Max 2018 and so far everything seems to work for me, so I'm curious whether I've missed something. Also, which version of Max is this where Bercon doesn't work reliably?

2019-03-06, 11:59:32
Reply #12

Alexandre Besson

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Everything works for me with bercon in IR.

2019-03-06, 12:11:32
Reply #13

pokoy

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Everything works for me with bercon in IR.

I believe there were at least two recompiles available for Max 2016 or an earlier version and there were issues with either. Now there seems to be one source only (the github repo) and since then I didn't have any issues.
But I'd really like to hear from those who have problem, maybe it's not a problem on Corona's side and something can be done about it outside of Corona if we ask the right people.

2019-03-06, 12:55:21
Reply #14

Jpjapers

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Everything works for me with bercon in IR.

I believe there were at least two recompiles available for Max 2016 or an earlier version and there were issues with either. Now there seems to be one source only (the github repo) and since then I didn't have any issues.
But I'd really like to hear from those who have problem, maybe it's not a problem on Corona's side and something can be done about it outside of Corona if we ask the right people.

Ill have a look at the github and update and see if i still suffer the same issue.

2019-03-06, 13:05:56
Reply #15

Frood

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Wait... what version does BerconMaps show for you? (Mapping rollout lower left) And which DLL/Max version is it?


Good Luck


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

2019-03-06, 13:43:02
Reply #16

Frood

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I was asking because this is puzzling, talking about the plugin for Max2016 (which is the 2015 dll actually):

- While the version readout in the map itself is always "3.01",
- the version from

http://www.ylilammi.com/2013/09/berconmaps/ (named "3.04")

and

https://github.com/Bercon/BerconMaps/tree/master/src/DLL

have the same size but are in fact different at 10 offsets. However we here seem to use the one from github when I compare the hashes and it is working nicely.


Good Luck



« Last Edit: 2019-03-06, 13:46:35 by Frood »
Never underestimate the power of a well placed level one spell.

2019-03-06, 15:02:11
Reply #17

pokoy

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I'm on 3.04 for Max 2016-2019 and they work fine.

Looking at my older downloads, it was around the 2013 version with multiple recompiles and d/l sources.

2019-03-06, 15:09:31
Reply #18

Frood

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"3.04"? Is it that what you get in the map rollout?


Good Luck

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

2019-03-06, 15:14:52
Reply #19

pokoy

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"3.04"? Is it that what you get in the map rollout?

No, the zip's name. Honestly I've looked through every Bercon map and couldn't find any info on the version. Where do I find this?!

2019-03-06, 15:30:42
Reply #20

Frood

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Create BerconMapping, open "Mapping", lower left. See screenshot... and thanks,


Good Luck



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

2019-03-06, 15:37:10
Reply #21

pokoy

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I see - ouch, it still says 3.01, probably has never been updated to reflect the correct version.

2019-03-06, 16:00:36
Reply #22

Frood

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Looks like :-/ Additionally I cannot see anything 3.04 related on GitHub, only 3.03 changes. Again everything obscured in the dark mists of OpenSource - or I'm just too retarded.


Good Luck



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

2019-03-06, 16:13:38
Reply #23

pokoy

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Looks like :-/ Additionally I cannot see anything 3.04 related on GitHub, only 3.03 changes. Again everything obscured in the dark mists of OpenSource - or I'm just too retarded.


Good Luck

I have a few downloads going back to 2015/2016 and the changelog lists 3.04 as the last change. But yeah, BerconMap's history is not really clear to me, it's a bit all over the place.

2019-03-06, 16:51:45
Reply #24

romullus

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I very rarely use bercon maps, but from my experience they are anything but stable :/
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2019-03-06, 17:15:25
Reply #25

pokoy

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I very rarely use bercon maps, but from my experience they are anything but stable :/

I had a lot of crashes in 2012-2014 but since then they are pretty stable for me.
I think there's a problem with the Bercon Gradient, though, where it's easy to crash Max, I remember it was easy to reproduce.

But still, it would be really interesting to learn what exactly doesn't work for those who are affected and which Max/Bercon versions they're on. It might be easier to fix Bercon Maps than it is for the Corona team to write a replacement from scratch.

2019-03-06, 18:35:41
Reply #26

steyin

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3.04 is the latest version/recompile, but the 3.01 text within the maps themselves was never changed to reflect updates. I have no issues with IR either. I never really use bercon gradient so I can't speak to its stability, but never had any issues otherwise except for this:

If you are using multitexture with bercontile, and you copy the nodes over to make a new setup, that will usually not only crash MAX, but will make your file unstable where it will crash once you open the material editor. So you have to start from scratch for a new material when using this combo to avoid the issue.

2019-05-09, 15:48:01
Reply #27

bishbashross

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I've just done a test on max 2019 and the latest daily build and it is working correctly with IR. Despite still showing an error in the log "Multitexture map in Bercon tile mode is not working with interactive rendering"

2019-05-15, 10:58:48
Reply #28

alexyork

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Reviving this topic. It would be brilliant to have a very simple CoronaTileMap, which allows you to plug in a CoronaMultiMap into the tile map slots. In this way you can get lots of randomised maps into a simple tile map. There doesn't appear to be a robust alternative right now other than to give up and model your tiles properly. For super simple surfaces that need randomisation this would save a huge amount of time.
Alex York
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2019-05-15, 20:51:07
Reply #29

Jpjapers

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Reviving this topic. It would be brilliant to have a very simple CoronaTileMap, which allows you to plug in a CoronaMultiMap into the tile map slots. In this way you can get lots of randomised maps into a simple tile map. There doesn't appear to be a robust alternative right now other than to give up and model your tiles properly. For super simple surfaces that need randomisation this would save a huge amount of time.

+1 for this. Would be awesome for house bricks too.

2019-05-16, 12:42:58
Reply #30

Ink Visual

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+1 The only alternative for this that I know is Wall&Tiles from Vizpark, however we had some serious troubles with it in the past and never used it again. I think they based their script partially on Bercon Tiles and this is what was causing some issues in our case.

2019-06-02, 03:02:54
Reply #31

steyin

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I suppose the ideal form of this map would be to include everything that bercon already does, but handles bump and displacement better.

One thing that any texture option out there fails to do however is handle corners well, especially when using multiple textures. Need an option for wrapping corners, and ideally how to handle mortar joints like concave or struck, etc (but that might be asking too much without actually modeling it).
I recently started trying out ATiles for bricks and it seems like a viable option (especially since you can use custom objects), but I haven't put it to the test of a full facade yet.

2020-05-25, 21:31:39
Reply #32

zules

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Hello ! Reviving again ! :D
Jules GAILLARD

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2020-05-28, 11:56:56
Reply #33

GeorgeK

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This could be very useful, reporting it.

(internal id=512175470)
George Karampelas | chaos-corona.com
Chaos Corona QA Specialist | contact us

2020-05-28, 14:09:26
Reply #34

agentdark45

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I suppose the ideal form of this map would be to include everything that bercon already does, but handles bump and displacement better.

One thing that any texture option out there fails to do however is handle corners well, especially when using multiple textures. Need an option for wrapping corners, and ideally how to handle mortar joints like concave or struck, etc (but that might be asking too much without actually modeling it).
I recently started trying out ATiles for bricks and it seems like a viable option (especially since you can use custom objects), but I haven't put it to the test of a full facade yet.

This would be ideal!

I'm going to suggest another idea: spline definable tile shapes/patches. Would be such a time saver for things like simple floor tiles with irregular shapes but repeatable patterns. I currently use railclone for this, but would rather not have to when I only really need the functionality for the UV variation/grout line separation on a flat plane.

If the devs are looking at implementing the Geopattern feature from FStorm, it would be almost exactly the same but contained in a material map vs cloning real geometry.
« Last Edit: 2020-05-28, 14:18:12 by agentdark45 »
Vray who?

2020-07-10, 14:33:59
Reply #35

sprayer

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I hope we will have noise map too as there is no native solution for radial noise and bercon map seem not fully working somehow in render

2020-07-10, 15:35:44
Reply #36

romullus

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Did you try Siger noise? It's free, it has radial option and it's working with Corona, IIRC.
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2020-07-11, 15:06:11
Reply #37

sprayer

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Did you try Siger noise? It's free, it has radial option and it's working with Corona, IIRC.
I does not appear in max 2020.3, very strange. I am not lucky ))

Thanks though

2020-07-11, 15:34:16
Reply #38

romullus

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Those maps are called ProSimplex and ProVoronoi - scroll down your map list and you should see them.
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2020-07-11, 16:34:49
Reply #39

sprayer

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Those maps are called ProSimplex and ProVoronoi - scroll down your map list and you should see them.
Oh i didn't know, thank you. Though it work the same as berconmap
https://i.imgur.com/pIJcLt5.jpg

And i am not sure if it possible to achieve result like this from photoshop
https://i.imgur.com/99Z18F0.jpg

2020-07-11, 16:49:49
Reply #40

romullus

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Not exactly sure what you mean by that, but it works without issues. You may want to play with offset parameters in mapping rollout, but that is expected.
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2020-07-11, 17:06:39
Reply #41

sprayer

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Yes i used offset to center circles but on rendering it have wrong map coordinates. And i cannot it align in center on render, it in center only in viewport. Is your preview from rendering?
Also i mean is there any way to make procedural radial noise in 3ds max? Not just rings. On my example it's not a rings

2020-07-11, 17:25:40
Reply #42

romullus

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Yes i used offset to center circles but on rendering it have wrong map coordinates. And i cannot it align in center on render, it in center only in viewport. Is your preview from rendering?

Check mapping type in noise map parameters, maybe it's set to screen, or world? Generally you want it to be set on object, or explicit.

Also i mean is there any way to make procedural radial noise in 3ds max? Not just rings. On my example it's not a rings

Probably not. You can try to plug another noise map into distortion slot, but results won't be exactly the same.
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2020-07-11, 17:40:11
Reply #43

sprayer

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Check mapping type in noise map parameters, maybe it's set to screen, or world? Generally you want it to be set on object, or explicit.
I tried all settings and the same. It seams i stuck to make this in photoshop(

2020-07-11, 21:19:04
Reply #44

romullus

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Are you saying that changing mapping type in noise parameters, makes no difference whatsoever? That can't be right. Maybe Corona isn't fully compatible with Siger noise? I'm testing it on scanline and it works fine.
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2020-07-11, 22:54:45
Reply #45

sprayer

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I don’t know what’s going on, but the offset is working now in rendering. Though it's not the same as in viewport

https://i.imgur.com/QFw5hrx.jpg this is default offset and other parameters, i only change the size and uvw to radial

Looks like a bug with noise map not corona, because i was check in scanline it was the same. But if i change to explicit map channel offset again not working https://i.imgur.com/4nRAWlE.jpg
https://i.imgur.com/X9U4236.jpg
I hope autodesk will add this feature someday

2020-07-11, 23:06:38
Reply #46

romullus

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I think viewport and rendering mismatch is an old 3ds max problem - its own procedurals behaves in the same way. As for the explicit - this mode requires object to have proper uv mapping in order to work. It basically turns 3d noise into 2d noise.
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2023-10-08, 10:09:35
Reply #47

JG_monomiru

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would be great, if corona multimap would maybe support bercon-id
as far as i realized in corona 10 and max 2024 - with Interactive rendering, i only get warnings about using "bercon maps", when i applied cg-source multitexture to bercon tiles.
Other than that, it work.

The only drawback is with bercon tiles, that you need to increase bump-values a 100 times, if you want visible results like when working without bercon tiles.

2023-10-09, 13:16:49
Reply #48

maru

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2023-10-10, 16:57:43
Reply #49

JG_monomiru

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good to know, haven't checked the road map recently... maybe i find some time to try with corona 11-beta then.

2023-12-05, 15:58:44
Reply #50

JG_monomiru

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I Just tested a bit with Corona 11 and the new Tiles-map.

Thank you !!!

- really looks like a solid replacement for bercon-tiles etc so far. Need to test it a bit further, but most of the stuff i previously had to do with bercon tiles and multitexture/vp-xmap i can now replace with an inbuilt Solution. Specially since vp-xmap isn't supported for max 2024 anymore and multitexture used to behave troublesome with Forrestpack etc.

2023-12-05, 18:11:19
Reply #51

maru

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Remember that it also works with Corona Multimap and Mapping Randomizer!
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2023-12-05, 20:36:25
Reply #52

romullus

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You may also want to visit dedicated topic on the forum to look at some examples and maybe contribute yourself: https://forum.corona-renderer.com/index.php?topic=41252.0
I'm not Corona Team member. Everything i say, is my personal opinion only.
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