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  • normal adjustment

    Hello,
    i found something :

    https://forums.unrealengine.com/showthread.php?131825

    but i`m standing in front of a wall..
    is there any trick to do this in max?

    have you guys an idea?


    yours
    Thorsten

  • #2
    VRayEdgesTex in the bump slot with a wide radius for rounded corners combined with a VRayDistanceTex for the map blending looks like it would do the trick.
    Rens Heeren
    Generalist
    WEBSITE - IMDB - LINKEDIN - OSL SHADERS

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    • #3
      That's interesting one, I followed Rens' suggestion and I got some very nice results:
      Click image for larger version

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      Scene: http://ftp.chaosgroup.com/support/sc...e_blending.max
      Svetlozar Draganov | Senior Manager 3D Support | contact us
      Chaos & Enscape & Cylindo are now one!

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      • #4
        Originally posted by svetlozar.draganov View Post
        That's interesting one, I followed Rens' suggestion and I got some very nice results:
        [ATTACH=CONFIG]36500[/ATTACH]
        Scene: http://ftp.chaosgroup.com/support/sc...e_blending.max
        Very cool, I've pushed it little further:

        Click image for larger version

Name:	Blend_01.jpg
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ID:	866815edge_blending.zip

        I wonder how much of a performance hit it is to add these blending maps with distance tex?

        Regards
        Dariusz


        EDIT 1.

        I managed to push it even further. Using world normal as filter mask color for simulating wind direction and increasing blend from 1 side further than the other. The only issue I have is that picking specific color is very hard.

        Is there any way Chaos devs could write up a selection color shader containing color + color radius that we could pick from normal map ? This way we can easily simulate direction of snow/sand and how much we want it to overlap from 1 side over another. Attached scene. Would be a great adition to any arch scenes that needs nice sand/snow blending with direction rather than generic z-up.

        I could actually use something like that on my current project o.o

        edge_blending01.zipClick image for larger version

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        Last edited by Dariusz Makowski (Dadal); 02-03-2017, 03:37 AM.
        CGI - Freelancer - Available for work

        www.dariuszmakowski.com - come and look

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        • #5
          in addition i added volume select,push&noise modifiers to break the staight intersection line on the groundplane , just for a test
          and used an output map on the vrayDistancetex to controll the blur/sharpness
          before:
          Click image for larger version

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          after:
          Click image for larger version

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ID:	866824

          very nice solution,
          thanks!
          Attached Files
          Last edited by Schellicon; 02-03-2017, 05:30 AM.

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          • #6
            very interesting approach... I'll play with that ASAP !
            Thanks guys !
            (Sorry for my bad english)

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            • #7
              Hehe, nice!
              Rens Heeren
              Generalist
              WEBSITE - IMDB - LINKEDIN - OSL SHADERS

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              • #8
                2000 years after humans, Pyramids and giant teapots are being buried by mysterious green sand...

                I know its silly but I couldn't help it...

                -Alan

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