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Messages - romullus

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[Max] I need help! / Re: Node to rotate a texture?
« on: Today at 11:58:53 »
Then you don't wire rotation and wire everything else. I think the only option that can't be instanced is loading of bitmap itself, so if you'd want to change HDRI, you have to do it on both nodes.

[Max] I need help! / Re: Node to rotate a texture?
« on: Today at 11:15:17 »
Sure, it's very simple operation. You don't have to wire every single control, just those that you want to be instanced.

[Max] I need help! / Re: Node to rotate a texture?
« on: Today at 09:44:27 »
Another possible option would be to use controller nodes for parameter linking.

Work in Progress/Tests / Re: romullus wips
« on: Yesterday at 23:43:19 »
I tried to ignore generative AI to the best of my abilities, but it seems that pretty soon you'll have to chose - either you embrace it or you'll go extinct like a dinosaur. Couple days ago i finally forced myself to install stable diffusion and i have been playing with it since. Text2image is certainly not for me, at least not for now, but seeing all those ridiculously good looking CG people enhancement examples on the forum, i wanted to try this for myself. Here's my attempt so far. I took my old crappy rendering and tried couple different people enhancement methods on it. Inpaint vs upscale with controlnet. I think i like the upscale method more, although it involves significantly more work and can give quite inconsistent colours and details. Anyway, unexpectedly it was great fun, i think i'll continue and try to improve my knowledge. Whether i want it or not, AI is the future and traditional CG bound be much less important if not going to extinct altogether.

[Max] Feature Requests / Re: tile map on decals?
« on: Yesterday at 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.

[Max] Feature Requests / Re: tile map on decals?
« on: Yesterday at 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.

[Max] I need help! / Re: [solved] Node to rotate a texture?
« on: Yesterday at 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.

[Max] I need help! / Re: Node to rotate a texture?
« on: Yesterday at 12:17:24 »
You're welcome!

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

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.

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.

[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

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.

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

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