Umh, just a heads up, Vlado: the category of the map isn't VRay, is Standard (took me a while to find it... :P)
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Stochastic flakes plugin, take 2
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Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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Originally posted by soulburn3d View PostVery cool, could it finally, be after 15 years, a blended box map? I will test the crap out of this once it gets compiled for the regular build, can't wait! Thanks Vlado!
- Neil
And only 2 parameters to fiddle with: scale and blend amount.
I had a ball with it, yesterday evening.Lele
Trouble Stirrer in RnD @ Chaos
----------------------
emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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Originally posted by super gnu View Postthat looks like just what we are hoping for! buuut, hm.. i copied the DLT (2014) to my plugins folder, but when i start max i get an error: dll blah blah vraytriplanartex2014.dlt> failed to initialise. error code 126 - the specified module could not be found.
what are the prerequisites? i have max 2014 and vray 3.20.03If it was that easy, it would have already been done
Peter Matanov
Chaos
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Originally posted by soulburn3d View PostI will test the crap out of this once it gets compiled for the regular build
Best regards,
VladoI only act like I know everything, Rogers.
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i dont have time to test thoroughly now ( its working, i had left a copy of the dlt in my root plugins folder, so i was getting the error despite having it there in max)
but how does it behave with transforming/deforming geometry? i assume its not compatible with deforming geometry?
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Originally posted by super gnu View Postbut how does it behave with transforming/deforming geometry? i assume its not compatible with deforming geometry?
Best regards,
VladoI only act like I know everything, Rogers.
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would it be possible to add a random offset/rotation per element, or per material id?
as an example if i apply dirt to a load of complex metalwork ( my current project) i cannot manually offset the mapping on axis-aligned elements to remove the obvious matching tiling. does that make sense? using uv mapping its relatively easy to manually offset uv cooordinates to fix this.
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Originally posted by super gnu View Postbut how does it behave with transforming/deforming geometry? i assume its not compatible with deforming geometry?Lele
Trouble Stirrer in RnD @ Chaos
----------------------
emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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i know i know. you can tell im someone who doesnt do character stuff.
And, speaking of characters, it would be of little use if you needed to do a proper unwrap anyway. however the wider the use cases it can cover, the better. any chance to avoid unwrapping is to be welcomed!
Having said that, im just grateful to get a proper blended box thing. I rarely use deforming meshes.
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