Hi.
I might have mentioned this in another topic earlier, but I'll specify it more in detail here.
Something I would like to be able to do, is emulate the fancy material blending used in a lot of games, and more specifically Unreal editor (UDK).
They have a special node they call Lerp, which AFAIK is actually a linear interpolate operation, where you pipe 2 or more materials into it, and it uses the normal and heightmap information in the materials to give the blending details based on the "shape" of the bump\height.
This is usually controlled/painted by using vertex colours to bring in each material, but in 3dsmax one should hopefully be able to use any colour map (including vertex colours).
I was thinking since vanilla 3dsmax has no real "agnostic math-nodes" available in the slate editor (not sure if Zookeeper has them), that some special-purpose node is needed for this result.
Maybe an option in the already stellar VRayBlendMaterial?
It should then hopefully be able to use either the internal normals bump node with a normal map and a height map piped in, or maybe the VRayNormals node could be updated to accommodate for the missing heightmap slot.
The actual maths and logic behind this operation eludes me as mathematics is black magic as far as I'm concerned, but the effect is easily seen in this link: clicketyclick
What are the chances of this appearing in my lifetime?
I might have mentioned this in another topic earlier, but I'll specify it more in detail here.
Something I would like to be able to do, is emulate the fancy material blending used in a lot of games, and more specifically Unreal editor (UDK).
They have a special node they call Lerp, which AFAIK is actually a linear interpolate operation, where you pipe 2 or more materials into it, and it uses the normal and heightmap information in the materials to give the blending details based on the "shape" of the bump\height.
This is usually controlled/painted by using vertex colours to bring in each material, but in 3dsmax one should hopefully be able to use any colour map (including vertex colours).
I was thinking since vanilla 3dsmax has no real "agnostic math-nodes" available in the slate editor (not sure if Zookeeper has them), that some special-purpose node is needed for this result.
Maybe an option in the already stellar VRayBlendMaterial?
It should then hopefully be able to use either the internal normals bump node with a normal map and a height map piped in, or maybe the VRayNormals node could be updated to accommodate for the missing heightmap slot.
The actual maths and logic behind this operation eludes me as mathematics is black magic as far as I'm concerned, but the effect is easily seen in this link: clicketyclick
What are the chances of this appearing in my lifetime?
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