Author Topic: Corona Tiles  (Read 20420 times)

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

www.imagineer.fr

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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