Chaos Corona for 3ds Max > [Max] Daily Builds
CoronaPattern playground!
alexyork:
Hey devs. I see you've touched on PatternMod in today's daily build. Are you able to speak to that in more detail , and to any of the requests in my list at all, or an indication if any of them are on the roadmap? Thanks.
TomG:
The changes in the daily are pretty much it for the 12 release, the primary one being the ability to access both the pattern's and the base geometry's UV maps. Direction indicator should be handy too.
The caps may be useful, but these only work on holes created by the Crop Box, so if for example your source mesh already has a hole at the edge of the crop box, this will not be capped by this functionality (you have to cap the source geometry), nor will holes created by having partial tiling such as 1.2 rather than 1, just to help guide anyone doing testing on there.
The plans and answers to things on the list you posted will have to wait until 12 is out and we look ahead to future plans, as we're entering into the final run up to release in just over a month, making it all hands on deck focused on the 12 stuff only. We do have all these ideas tucked away to look over when we get there, though!
alexyork:
Thanks Tom. Excited to see improvements coming into it hopefully soonish.
maru:
Update:
Corona Pattern improvements in Corona 12 (https://www.chaos.com/corona/download):
- Normal direction indicator for the cropbox
- You can use both the pattern and the base object UVWs
- Automatic caps (with optional real-world map scale)
- Using custom object for defining the cropbox dimensions
- Texture-driven visibility of the pattern (as in "applying a global opacity map to the pattern, not "Scatter Surface Color map for CPattern")
Articles covering the new features + mini tutorials:
- Help Center - tutorials/guides/troubleshooting + examples - https://support.chaos.com/hc/en-us/articles/7713194687633
- Technical Documentation + examples - https://docs.chaos.com/display/CRMAX/Corona+Pattern+Modifier
As to the rest:
--- Quote ---can we please get map-driven everything? Especially Pattern height / offset, and ideally the surface itself (beyond limiting to matID as currently). It would be awesome to load in for example a greyscale map that would determine where the pattern appears, and another one that determines how high it appears.
--- End quote ---
Sadly, map-driven height/offset/rotation appears to be impossible to do.
Determining where the pattern appears is possible now with the on/off map (but it does not work like the Scatter Surface Color map, so it will not affect whole pattern modules, but the whole pattern). This can be also done with an opacity texture with the new pattern vs object UVWs.
--- Quote ---is it possible to get PatternMod to respect opacity of an object? Currently when using patternmod on something like a leaf which is a square with a leaf-shaped opacity map on it, it scatters all over the base object rather than only where it ought to be.
--- End quote ---
As above - the on/off map or mapping opacity.
--- Quote ---- Can we please get randomisation controls for Pattern Height?
--- End quote ---
Not possible.
--- Quote ---- Will it be possible one day to have the source object not be trimmed/clipped? In this way, if you do for example 0.5 shifting you will still see the entirety of the source object, allowing you to get a much more randomised and natural "scattering" effect (when this is desired - for example when making carpets/rugs).
--- End quote ---
You mean that the patterns modules would overlap with each other? Unfortunately that is not possible.
--- Quote ---- Can you update us on if it will ever be possible to enable PatternMod to be used on top of an object already using rendertime displacement?
--- End quote ---
We have this logged as (Report ID=CMAX-316) and it has not been canceled for a long time, so there is hope. :)
--- Quote ---- Can you please consider making it possible to multiple-stack CoronaPatternMod modifiers on a single object? This would be helpful for certain complex randomisations etc. (until we can get real randomisation/offsetting controls).
--- End quote ---
I will make sure this is logged.
Note: repeating this ad nauseam, but some effects may be easier to achieve with Scatter and actually we have some really nice updates in V12 including:
- multiple speedups / fixes to lags and loading times
- viewport adaptive previz (instances turn to simple geometry when manipulating scene = faster feedback)
- viewport mesh optimization controlled by polygon limit
- instance brush / eraser
RecentSpacesSam:
Hey Maru, looking forward to the updates although it's a shame a few things aren't possible.
As an alternative can there be any improvements made to scenarios where two or more CPattern objects overlap each other?
A common workflow we're using to avoid less gridded appearances is to copy the base object and apply a pattern mod that is offset a little bit (e.g. by 50%)
The downside to this is that while still faster than Scatter, it's still much noisier than just one CPatternMod.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version