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  • BerconMaps 3.0 BETA

    Here is the new beta version, all new functionality should be there and working. I have not done intensive testing so there are probably a lot of be bugs etc. This is beta version after all.

    These will not replace the old maps, you can have both installed at the same time and old scenes will NOT start using these new maps. This is because I did so major changes and even removed some old functionality that the maps simply are not the same anymore.

    BETA Warning! Not recommended for any serious use.
    Download for 2010/2011 64bit: http://www.ylilammi.com/BerconMaps/B...2010_05_10.zip
    No versions for other Maxes for now. They will be available when the final version comes out.

    UPDATE in 3.0 BETA version:

    All
    - Fixed distortion directions in all maps
    - Replaced old coordinate rollouts with new "Mapping" rollout
    Noise
    - Optimized Worley noise, it is slightly faster now
    - Filtered Perlin and Simplex noises, this means the noise blends out when viewed so far the details can't be seen, also means fractals don't render unnecessary levels
    - Removed legacy noises from Noise, added 2D,3D,4D versions of Perlin and Simplex
    - Fixed Worley Noise with 3 feature points, feature point #2 was used for #2 and #3
    - Fixed bump being inverted
    Gradient
    - Added bumpmap support for Gradient map in UVW mode
    - Added support for randomizing Tile colors
    - Removed UVW loop controls from Gradient (obsolete with "Mapping" rollout)
    - Fixed crashing with Max's Composite map
    - Fixed Gradients keys' map slot names so they'll show up in node editor etc.
    - Fixed not being able to wire Gradients keys in Slate material editor
    Wood
    - Fixed bump being inverted
    - Added supersampling (By default its 4x4=16 samples, so its slower to render with default settings than it used to be)
    Tile
    - Complete remake, most of the functionality remained, a lot was added
    Distortion
    - Now works on one channel at the time and offers Mapping rollout for randomization per object/matID/particle
    MultiTexture
    - I've included MultiTexture in the package and added support for Tile map, so you can randomize Bitmaps per tile.
    - MultiTexture is not part of BerconMaps and belongs to Thomas Suurland

    KNOWN BUGS:
    - "Key texture" is visible in Slate Material Editor (How to hide it? Anybody knows?), since its just a replica of your currently selected
    - Using "Mirror" in Mapping rollout produces incorrect results if used as bump map
    - Some parameter names are incorrect


    Screenshots:
    Tile + MultiTexture: http://www.ylilammi.com/graphics/TileX_07.jpg
    Gradient in node editor: http://www.ylilammi.com/graphics/TileX_08.jpg

    If you get error when launching 3ds max, download this:
    http://www.microsoft.com/downloads/d...2-9112bab119c2


    Bug reports!
    Please report any bugs you find with your Max version and steps to reproduce them if possible. You can report bugs here or directly to me by email (jerry.ylilammi at gmail dot com).
    http://www.ylilammi.com/

  • #2
    Looks great, I am looking forward to the final and max9 release!
    Thanks for making this.

    Comment


    • #3
      Pity there isn't a 2009 64bit version. I'd like to give this a whirl. Looking forward to when it will be available.
      Kind Regards,
      Richard Birket
      ----------------------------------->
      http://www.blinkimage.com

      ----------------------------------->

      Comment


      • #4
        Okey, I'm starting to fix the final flaws and planning on releasing the final version. So far I haven't received a single bug report. Has anybody tested the plugin, or have I just achieved the impossible and written completely bug free code?
        http://www.ylilammi.com/

        Comment


        • #5
          Here is my feedback for the tiles texture:

          At first glance it looks a bit complicated, but I quickly got familar with it.

          I'm liking the variable tile dimensions very much, also the random bitmap options. Real world mapping is working too, that's great.

          One big problem is that there is no viewport preview, this makes it very hard to tweak the map, especially for tiles, where you want to align things to geometry edges, etc.
          I saw that you mentioned in another thread that it's too hard to implement that. That's unfortunate...maybe a version for VrayRT some day?

          Some things I noticed:
          Herringbone...This is cool but I'd like to be able to make longer tiles, as with wood floors.
          Auto scaling...I don't understand how it works. "No auto scale" is doing all I want though.
          Random size...Using values >1 is giving me some black tiles.

          Is it possible to mix tiles color with a map, or randomly change the brightness of a tile/bitmap somehow?
          Marc Lorenz
          ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
          www.marclorenz.com
          www.facebook.com/marclorenzvisualization

          Comment


          • #6
            Yeah matching viewport and render is troublesome. I don't have a clue how to make it work with realworld bitmap size. Anyway it will never match exactly, because the tile map is infinite in size, you can't really render viewport previews like that. If somebody has knowledge how to make it match better with realworld sizes, I'd be glad to hear it.

            Herringbone: Unfortunately the current method I'm using to make the herringbone pattern doesn't allow variable lengths. Perhaps I'll implement one in future. If somebody knows a good algorithm for returning tile center point and its direction (horizontal/vertical) for any xy coordinates then I can implement it right away.

            Auto scaling: Yeah I'll make pictures to explain it better. Its useful when you use rotation, and you want the bitmap to cover the whole tile (no tiling), autoscaling handles that.

            Random sizes: I'll have to check it, thats definetly not the desired outcome. Yay first bug report! =D

            There are three ways to get random color variation between tiles:
            1. MultiTexture has controls to randomize saturation, gamma and hue for each tile.
            2. BerconGradient, set it to Random mode it gives random color from the gradient for each tile.
            3. Enable Center Mapping from BerconTile, and use any texture you want in color #1 & #2 (use explicit mapping and the same channel on your maps as center mapping). It gives solid color for each tile based on the map you provide. Basically it gives the center point of each tile to the map you use.
            http://www.ylilammi.com/

            Comment


            • #7
              MasterBercon I've downloaded your maps but I haven't got time to make some real tests to report bug.

              Probably if you want more bug reports in short time I think you should post through the web your beta maps plugin or wait someone of us...

              Thanks in advance for your effort.

              Comment


              • #8
                Herringbone??? I didn't think you were going to be able to implement that! Now I cannot wait for a version for 2009 64bit. Well done indeed.
                Kind Regards,
                Richard Birket
                ----------------------------------->
                http://www.blinkimage.com

                ----------------------------------->

                Comment


                • #9
                  Yeah I rewrote the tile parttern system. Now its no longer dependant on 3ds Max either, so you could port it to any application fairly easy.

                  It can reproduce any imaginable bond pattern which is composed of rows and columns with the custom bond pattern thingy. (just a definition string you can input)

                  Herringbone doesnt belong to this category, but the system is built so that adding any pattern just means creating algortihm to return tile center point for any xy coordinate. The herringbone algorithm I wrote is unfortunately fixed to 1:2 size ratio between tile width and height.
                  http://www.ylilammi.com/

                  Comment


                  • #10
                    Let me know when you want it tested on Max2009 64bit. I believe a paypal 'beer' payment to be in order!
                    Kind Regards,
                    Richard Birket
                    ----------------------------------->
                    http://www.blinkimage.com

                    ----------------------------------->

                    Comment

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