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Messages - Erich

Pages: [1] 2 3 ... 5
1
[Max] I need help! / Re: How to create this effect...
« on: 2024-09-01, 08:48:06 »
https://youtu.be/l7cdaCZDk88?si=6v_bfIKZt96XIZTJ

You can use the same technique but for texture.

Yea, I saw that tutorial. Its not really the same thing, but there are elements of it that are useful. Thanks.

2
[Max] I need help! / How to create this effect...
« on: 2024-08-30, 23:47:33 »
Hi everyone. I was wondering if there was an easy way to create the transitioning textures effect as seen in the attached video using Corona.

3
[Max] I need help! / Re: Accurate anodized aluminum
« on: 2024-08-09, 05:01:35 »
you can try to render normal map from scatter flakes object with different shapes and angles.
there is tutorial here, but i cannot find

Don't waste time, just get those maps here ;- )

https://source.substance3d.com/collections/ac2417f95d468684d9124f2e3ea040a97095ccc4

It seems those maps are no longer avaialble, does anyone have them that is willing to share them here?

4
[Max] I need help! / How to create this metal texture..?
« on: 2024-08-08, 22:46:36 »
Hi. I am looking for some suggestions for creating this kind of metallic material. It seems like it should be fairly simple, but I am interested in suggestions on what would be the best/easiest way to create it (e.g.: I was thinking of either a noise map or bitmap texture plugged into the base gloss and base bump - see attached material setup)? Anyone know what the name of this material actually is?

5
[Max] I need help! / Re: corona decals troubleshooting
« on: 2024-07-24, 03:53:03 »
Thank you for your help. :)

6
[Max] I need help! / Re: corona decals troubleshooting
« on: 2024-07-23, 19:46:44 »
Hi Aram. As I suspected, the file I originally uploaded here was incomplete. However, I was able to figure out the problem. Turns out it was an issue with the graphics that I was using. Cheers.

7
[Max] I need help! / Re: corona decals troubleshooting
« on: 2024-07-23, 09:41:54 »
Hi,

I quickly checked your scene, and it seems there are no CoronaDecal obejcts in there, there are simple editable poly objects.

You need to create a Corona decal object (it is a box like object with the texture, if applied, being displayed on one side) and assign the material to decal object.
The decal's bounds will tell how "deep" the decal will be projected.

Besides this, I also saw materials set up to be refractive - if a material is fully refractive, it will not have the base layer, where the decal texture usually is.
I have modified the scene you sent and used procedural textures to demonstrate it.
Hope this helps.

Hi Aram. It is really odd that you don't see the decal objects as they are most definitely there in my scene files. Maybe something happened when I exported the file (I used the Archive tool in 3ds Max). But thanks for your help.

8
[Max] I need help! / corona decals troubleshooting
« on: 2024-07-23, 01:37:26 »
Hi guys. I am having problems with Corona decal materials. I have a few (4) very simple graphics that I need to be placed on my model. None of them seem to be working. I have assigned a material to the decal objects and also added the decal png files into the map slot of the decal object. However, only 3 of the 4 decals appear on the model. They all have the same settings, just the image files are different. The one that is working isn't showing in the correct color (it should be a bright orange).

I know its probably something simple that I am overlooking, but I can't seem to find what it is. If anyone can please help out, that would be very appreciated. I seem to always have problems with using Corona decals, and really wish the implementation of this would be a lot easier as I think it is a really valuable tool. It just seems more fidgety than it should be. But alas, its probably just me. :).
I have attached the Max file.

Thanks for helping.

9
[Max] I need help! / Re: nylon braided cord material?
« on: 2024-07-11, 02:43:06 »
Here is something quick I did (I missed such stuff).

It is done using pattern modifier. Hope it is good enough for you to get the idea.
The same pattern can be made as a texture as well, which I think is better in this case.

Hi Aram. I am trying to duplicate what you did on my own model, but can't seem to get it to work. I was wondering did you apply a UVW map to the cord/wire object? If so, what projection did you use (box, cylinder, etc.)?

You are probably referring to the UVW mapping of the base object - in this case it is a spline with Generate mapping coordinates enabled, and optionally also real world size enabled. You can check the model I submitted, rendering rollout of the spline. Hope this helps.

Hi Aram. The spline object was converted to an editable poly, so I don't think there is any way for me to check the rendering rollout of the spline. However, I was able to create a new model and thanks to your insight about using the "generate mapping coordinates", I was able to get pretty close to what you had.

10
[Max] I need help! / Re: nylon braided cord material?
« on: 2024-07-08, 21:48:13 »
Here is something quick I did (I missed such stuff).

It is done using pattern modifier. Hope it is good enough for you to get the idea.
The same pattern can be made as a texture as well, which I think is better in this case.

Hi Aram. I am trying to duplicate what you did on my own model, but can't seem to get it to work. I was wondering did you apply a UVW map to the cord/wire object? If so, what projection did you use (box, cylinder, etc.)?

11
[Max] I need help! / Re: nylon braided cord material?
« on: 2024-07-04, 19:26:23 »
Also, I am unsure about what you meant when you said "The same pattern can be made as a texture as well.". How would I go about making the pattern into a texture?

I made a scene for you to study and familiarize with fake texture baking in Corona. Actually it's 2 scenes, one for baking and another where you can test your baked textures (baking needs special setup, so it's better to keep it separate to avoid unnecessary confusion). Real texture baking is useless in Corona (IMO), since it was only half implemented and practically abandoned.

I try to give logical names to everything, so hopefully you'll be able to understand how everything works. Most of the setup is procedural, so feel free to explore things and see if you can learn something new.

P.S. when saving render elements in "bake" scene, remember to save albedo and diffuse with automatic gamma and everything else with gamma 1.0. Same goes for loading these textures in your working scenes - colour maps loads with automatic gamma, data maps with gamma 1.0

Thank you Romullus. That is very much appreciated! I'll take a look. :)

12
[Max] I need help! / Re: nylon braided cord material?
« on: 2024-07-02, 09:22:10 »
Here is something quick I did (I missed such stuff).

It is done using pattern modifier. Hope it is good enough for you to get the idea.
The same pattern can be made as a texture as well, which I think is better in this case.

Hi Aram. I was looking at your setup and I think I understand most of what you did, except for the box that is in the pattern geometry. what is that used for? Also, for the pattern geometry texture, you are plugging in a gradient ramp into the base aniso, but then the amount given for the Anisotropy in the Corona physical material (Material #37 & 25)= 0. In my mind this should mean that there is no anisotropy. However, I did notice the effect of having it - it adds those subtle gradients, but it just doesn't make sense to me why it has any effect at all if the amount is set to zero in the material. Sorry if this a an obvious point, but I am just trying to understand (as I said, I am a newbie).

Also, I am unsure about what you meant when you said "The same pattern can be made as a texture as well.". How would I go about making the pattern into a texture?

The box in the scene is to fit the pattern node into custom object space. It is a bit more advanced method for defining the crop-box for the pattern.

I don't remember in detail now, but the he anisotrophy amount should be controlled by the texture, that is why the 0 value has no control over it (the effect is present).
If you are aware of the texture baking process, it should be with a projection modifier or even with a simple top view render with more or less detailed textures.

Thanks Aram. Yes, I now understand that the texture map is controlling the aniso. I am not familiar with baking textures, but will look into it. Thanks again. :)

13
[Max] I need help! / Re: nylon braided cord material?
« on: 2024-07-01, 23:20:35 »
My second part refers to "Also, for the pattern geometry texture, you are plugging in a gradient ramp into the base aniso, but then the amount given for the Anisotropy in the Corona physical material (Material #37 & 25)= 0. In my mind this should mean that there is no anisotropy. "

It doesn't matter if aniso is zero, since it has a mapped plugged in, which means the zero in the material parameters is ignored and values come from the map instead.

As to how it could be generated as a texture, I am leaving that to Aram to explain as I am not sure what he had in mind :)

Ok, sorry for the misunderstanding. I appreciate the clarification. Thank you. :)

14
[Max] I need help! / Re: nylon braided cord material?
« on: 2024-07-01, 21:33:53 »
Not had a look at the scene, but the box in the pattern geometry should be the crop box - it cuts out what parts of the geometry will be repeated. When modeling some geometry for a pattern, to ensure everything aligns perfectly, it's usually best to make the pattern geometry larger than you need, that is, it already repeats. Then you cut out the smaller part that represents just one repeat.

On the second item, in Corona if something can be mapped, it either takes its value from the number, OR from the map. If there is a map plugged in, the number is ignored (it does not multiply or add with the map, but gets entirely replaced).

Hope this helps!
Thanks Tom. However, I am not sure I understand your second comment or if it address the question I had in regards to Amar's comment about "the same pattern can be made as a texture".

15
[Max] I need help! / Re: nylon braided cord material?
« on: 2024-07-01, 19:56:52 »
Here is something quick I did (I missed such stuff).

It is done using pattern modifier. Hope it is good enough for you to get the idea.
The same pattern can be made as a texture as well, which I think is better in this case.

Hi Aram. I was looking at your setup and I think I understand most of what you did, except for the box that is in the pattern geometry. what is that used for? Also, for the pattern geometry texture, you are plugging in a gradient ramp into the base aniso, but then the amount given for the Anisotropy in the Corona physical material (Material #37 & 25)= 0. In my mind this should mean that there is no anisotropy. However, I did notice the effect of having it - it adds those subtle gradients, but it just doesn't make sense to me why it has any effect at all if the amount is set to zero in the material. Sorry if this a an obvious point, but I am just trying to understand (as I said, I am a newbie).

Also, I am unsure about what you meant when you said "The same pattern can be made as a texture as well.". How would I go about making the pattern into a texture?

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