Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - romullus

Pages: 1 ... 580 581 [582] 583 584 ... 617
8716
Work in Progress/Tests / Re: Landscaping
« on: 2014-07-23, 12:56:36 »
Your material is getting closer, keep up! While looking at your map , i realized that my and maru's approach have one serious drawback - bump slot is occupied by flakes (spangles) generation map and there's no way to add additional bump for surface imperfections :/ Maybe it's time to ask Keymaster to enhance CoronaNormalTex with additional bump slot, like in max's native Normal Bump map?

Meanwhile, i continue my research with procedural normal map. Oh man, it's so addictive and so flexible, i just can't stop playing with it. I wish i had more deeper knowlede, though, instead of throwing some random values and looking what will come out :]

8717
Work in Progress/Tests / Re: Landscaping
« on: 2014-07-23, 00:19:22 »
Ok, enough research for today. I much improved procedural normal map. Now, if i only could find a way to offset multiple maps at once, i should finish this material.

8718
Work in Progress/Tests / Re: Landscaping
« on: 2014-07-22, 23:05:11 »
Inspired by maru, i decided to construct procedural normal map right inside max. While there's still a lot to try to improve, the results are quite interesting.

p.s. Cyrus3v, tell me if you feel that we highjacked your thread, i'll move our discussion to separate topic, because i feel a need to contribute to this interesting topic even more :]

8719
Work in Progress/Tests / Re: Landscaping
« on: 2014-07-22, 21:24:26 »
I noticed that your normal testure isn't normalized. You should always do that. Don't you want to see if it makes any difference?

8720
Work in Progress/Tests / Re: Landscaping
« on: 2014-07-22, 20:47:02 »
Could you show your material settings, maru? I find your results pretty interesting. Maybe i'm wrong after all.

8721
Work in Progress/Tests / Re: Landscaping
« on: 2014-07-22, 20:44:27 »
I'd like to politely disagree, maru :] Don't think that bump map has much to do with this and even if it does, it's rather complicated to recreate it procedurally properly. One would need many little gradients for that. That probably means bercon maps should be involved - less compatibility, more instability. I like to keep things simple :]

Here, i tweaked my material a bit - tried to match more closely to provided reference picture. Should i have more time, i could match it more closely, i think.

8722
News / Re: Raiclone support
« on: 2014-07-22, 18:54:26 »
Great news, indeed!

8723
Work in Progress/Tests / Re: Landscaping
« on: 2014-07-22, 17:23:21 »
I'm sorry, but i won't share material yet. It's still in R&D stage, so not ready to go in public :]
 
A material itself is pretty simple. All beauty lies in glossiness and anisotropy components. If you want modify this material to suit your needs, you basically just need to play with reflection glossiness and anisotropy values. Anisotropy is straightforward as it's hasn't map plugged in it. Glossiness is a bit trickier. You have either to unplug map play with value spinner until you like result and then adjust map accordingly or do it with mixing component spinner in maps rollout.

Since all maps are procedural, you may struggle with setting proper scale of it. I'd recommend to search for ProceduralMapScale script - wonderful little tool for that job.

Good luck!

8724
Work in Progress/Tests / Re: Landscaping
« on: 2014-07-22, 16:24:49 »
Here ya go. This material works very well in certain situations and fails in others, but it is very easily tweakable, so you can adjust it to fit almost every scenario. It's completely procedural and it don't have any map in colour slot.
If you interesting, let me know - i'll show you shader tree.

8725
[Max] Resolved Bugs / Render stamp issue
« on: 2014-07-22, 15:53:18 »
Build timestamp: Jul 21 2014 19:04:41
Corona version: Daily build post-A7, Maxsdk version: 2014

It is very [annoyingly] hard to edit render stamp message, because whole field gets selected after every single input.

8726
Work in Progress/Tests / Re: Landscaping
« on: 2014-07-22, 15:14:47 »
Should you pass me that material preview scene from CML, i'd try to render my procedural galvanized steel material on it and show it here.

8727
Work in Progress/Tests / Re: romullus's wips
« on: 2014-07-22, 15:08:47 »
Single texture.
I wonder what would be benefit of falloff map? Can you show some example?

8728
Work in Progress/Tests / Re: LaFerrari with shadowCatcher
« on: 2014-07-22, 10:10:31 »
If tail lights are modeled correctly, i'd go with absorbtion instead of refraction colour.

8729
Work in Progress/Tests / Re: Landscaping
« on: 2014-07-21, 23:55:16 »
If you want to make convincing galvanized steel material, anisotropy is mandatory. Also, i find procedural maps superior over bitmaps in this case.

8730
Work in Progress/Tests / Re: romullus's wips
« on: 2014-07-21, 23:50:09 »

Pages: 1 ... 580 581 [582] 583 584 ... 617