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Blending textures with dispalcement

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  • Blending textures with dispalcement

    Hi im currently researching the best technique for painting blend maps to mix multiple textures on a single surface, with displacement maps. Ideally I would like to have some kind of viewport feedback in 3dsmax to speed the whole process up..

    So far I have tried a few approaches, the first is to have a single material with composite nodes for each material slot. The comp nodes have say 5 different textures which use a vertex map in the blend slot for each texture. This points to a vertex paint modifier on the geometry with corresponding matid..This approach works fine for mateiral blending but I cannot get it to work with the vraydisplacemod where no displament happens when using the vertexpaint node for alpha in composite node.(The simple work around is to bake the vertex map into an alpha and replace the vertex map with the alpha) This would be an exceptable tradeoff but as you dont really get any Viewport blending as such using this technique I was wondering if there is a more intuitive way ?

    Additionally I have had a quick go using viewport canvas where you can layer up the textures and use masks. The good thing here is you get viewport blending but its slow to work with if you change any settings and has limit features where you cannot tile the textures you load into the layers slot etc..

    Is anyone using a more efficient technique for this kind of thing? it would be great to here your workflow..

    The goal of this setup would be to create detailed landscape surfaces etc.
    www.CoastalVisualization.com

  • #2
    That setup works fine here, or maybe I am not doing the same thing.
    Here is the setup: Click image for larger version

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    From the left its the map-result in the diffuse slot, the right sphere shows the displacement from that map.

    Here is the scene as well: http://ftp.chaosgroup.com/support/sc...rtex_color.max

    Does that setup work for you, if not can you share the scene you are working on so we could better understand what's going on inside?
    Svetlozar Draganov | Senior Manager 3D Support | contact us
    Chaos & Enscape & Cylindo are now one!

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    • #3
      Thanks for looking into this, I should have mentioned I was trying with the 2d displacement mode to keep memory usage down. Good to know 3d displacement is working with this setup although it will require alot more geometry cleanup to get the same result as the 2d displacement method.
      www.CoastalVisualization.com

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      • #4
        2D mapping doesn't support procedural textures except a few of them like checker for example.
        3D mapping is the suitable displacement type for this purpose, the other option is to bake all procedural maps to bitmaps in order to make it suitable for 2D type.
        Svetlozar Draganov | Senior Manager 3D Support | contact us
        Chaos & Enscape & Cylindo are now one!

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        • #5
          Hi Svetlozar, thanks for your reply, so is the vector paint node considered procedural?
          www.CoastalVisualization.com

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          • #6
            Did you mean Vector Map node? I don't know Vector Paint node in 3dsMax.
            If it is Vector Map node, it won't displace anything until its passed through Output/ColorCorrection or similar map.
            Svetlozar Draganov | Senior Manager 3D Support | contact us
            Chaos & Enscape & Cylindo are now one!

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