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VRayEnmesh modifier
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So I tried the new modifier but I'm getting all sorts of weird results. I'm not sure if these are real issues or if I'm doing something fundamentally wrong here. Is there something obvious I miss here or should I open a thread in 'Issues' ? Never used geopattern, so I might just misunderstand the idea.
[Edit] Welp, nevermind. I noticed that the gizmo was not enclosing the mesh entirely. Not sure how this happened.Last edited by racoonart; 05-05-2022, 02:03 AM.
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Originally posted by racoonart View PostSo I tried the new modifier but I'm getting all sorts of weird results. I'm not sure if these are real issues or if I'm doing something fundamentally wrong here. Is there something obvious I miss here or should I open a thread in 'Issues' ? Never used geopattern, so I might just misunderstand the idea.
[Edit] Welp, nevermind. I noticed that the gizmo was not enclosing the mesh entirely. Not sure how this happened.If it was that easy, it would have already been done
Peter Matanov
Chaos
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Ok, I've made some tests but it's all flying apart everywhere not sure if these artefacts are expected or not.
Also, UV's beyond 0-1 seem not to be working, which is a bit of a problem when dealing with textures that are dependent on the scale of the object (like roof tiles in this case). I'd love it if it could work with real-world-scale uvs. The height percentage also seems to be absolute, not relative, so the lower my tiling settings, the flatter it looks and vice-versa.
[Edit]: also, some way of randomizing elements within the pattern would be very handy, like color uv offsets etc.Last edited by racoonart; 09-05-2022, 07:18 AM.
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Originally posted by racoonart View Post[Edit]: also, some way of randomizing elements within the pattern would be very handy, like color uv offsets etc.
That would be very useful
Don't know if is possible but ideally with color/UV randomization and an offset/rotation system it will be perfect for stuff like this roof tile
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The problem with roof tiles however is that currently you can't really tile them with this modifier unless you cut them somewhere in the middle - which then of course makes for ugly randomization. We would need tiling that can slightly overlap to make it actually useful. This is another thing I'd like to request.
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Railclone is fine for a few buildings but not dozens or hundreds of them (which is what I want to use it for and where it would be brilliant). Also, overlapping tiles would be useful for other things as well, like grass patches which would otherwise be cut off at the seams. Short grass? fine, longer grass nope.
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Originally posted by sirio76 View Post
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Would/will it be possible for EnMesh to randomly pick from the multiple objects? I thought that was to whole point of adding a list, but it seems it creates a common bounding box for the and distributes them as a group. It will be extremly powerful if it can pick from a list based on color, like Forest Pack can do with it's distribution/cluster settings. I saw someone creating really nice crossnitting with pixelart driving the distribution in a competing renderer that has a similar function
This feature is so powerful and sought after that I'm considering moving back from Corona, if the displacement workflow and quality in v-ray could be more similar to Corona. Speaking of which, could it be worth considering implementing EnMesh on a material basis instead of as a modifier?
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a simple sphere with low segments will be faceted instead of smooth for example.
Best regards,
VladoI only act like I know everything, Rogers.
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vladoOriginally posted by vlado View PostI have a solution for this; it wasn't ready in time for the beta but I hope it will go into builds soon. Still, it would be helpful to post a scene or an image, just to make sure we are talking about the same thing.
Best regards,
Vlado
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Hi! i just wanted to share my experience with the enmesh feature. As long as the unwrap is decent it can handle complex objects just as well as any map. But the fact that you are dealing with actual geometry gives it another dimmension, literally. It would be nice to have some kind of preview about the distribution even if it were with boxes like with the scatter feature.
Also, corpping and rotating the Sample mesh is doing ok. But, at least in my case, if I wanted to give the gizmo a bigger size than the sample, it hangs MAX whenever I want to render. The distortions in the paws and in the "hairy" part of the face are beacuse a lame mapping. I couldn't find a way to guess the right scale rapidly. I hope to have more time to make some more tests but overall it's wonderfull to be able to distribute a sample in a model without having a diplacement map and without having to do it with a particle system. Cheers.You may only view thumbnails in this gallery. This gallery has 1 photos.1 Photo
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