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VRayMultiSubText to randomize leaves color

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  • VRayMultiSubText to randomize leaves color

    Hi,

    The tree models I got from our library is from Evermotion and all leaves are of a single mesh. It comes with a single shader with some leaf textures. Is there a way to randomize the hue of the main diffuse texture with something like VRayMultiSubTex for this? I have tried plugging two textures into a VRayMultiubTex and tested all the randomize mode provided but none of them gives me a randomized result.
    If I separate the mesh, it will turn into thousands of meshes where each leaf is composed of 5 or 6 triangles. It bogs down the UI and rendering performance so I guess it's a no go.
    Last edited by jasonhuang1115; 23-10-2018, 03:38 PM.
    always curious...

  • #2
    Could you layout the uv shells in a 10x10 layout then create a new texture of the leaf to match the uv layout

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    • #3
      Peter guthrie did a sneaky thing on his autumn trees and uses 3d noises as mix maps to mix between a few different colour corrections of the same single bitmap as a bit of a half measure - I know what you're asking for is pretty much the forest color map which I'd also love as base functionality!

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      • #4
        Originally posted by stezza View Post
        Could you layout the uv shells in a 10x10 layout then create a new texture of the leaf to match the uv layout
        I can give this a go. Right now, all leaves share the same UV. I have to figure out a way to lay thousands of leaves exactly onto 10x10 though.

        always curious...

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        • #5
          Originally posted by joconnell View Post
          Peter guthrie did a sneaky thing on his autumn trees and uses 3d noises as mix maps to mix between a few different colour corrections of the same single bitmap as a bit of a half measure - I know what you're asking for is pretty much the forest color map which I'd also love as base functionality!
          Dead on John. How did you know all this sneaky tricks?
          always curious...

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          • #6
            I'm old and I read everything I can get my hands on

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            • #7
              so the 'random by poly shell' on the samplerInfo node vray extras doesnt work?
              e: info@adriandenne.com
              w: www.adriandenne.com

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              • #8
                Right you are Franco:

                https://forums.chaosgroup.com/forum/...76#post1003176

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                • #9
                  i got the sampler working with separate objects, havent quite figured out how to get the shell option working yet
                  e: info@adriandenne.com
                  w: www.adriandenne.com

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                  • #10
                    If I remember there is a script that can arrange the uvs into a grid. Gnomon did a series on creating forest scenes and goes over this process. I’ll take a look today to how the script worked.

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                    • #11
                      francomanko Thanks for brining up the samplerinfo's additional VRay outputs attributes. Will give that a go!
                      stezza I remember that forest scene tut by Alex. Might still have that from our library. cheers!
                      john, LOL and cheers!
                      always curious...

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                      • #12
                        so i got it working using the ramp method, but guess what....yet again it doesnt work with Cuda. Seriously getting very despondent about the way GPU rendering is going with vray.
                        Click image for larger version  Name:	hue.jpg Views:	1 Size:	795.6 KB ID:	1015063

                        sorry forgot to say, this was in vraynext.
                        e: info@adriandenne.com
                        w: www.adriandenne.com

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                        • #13
                          francomanko I would recommend making a new thread asking devs to implement this for Vray GPU.
                          They might already have something working in Vray for 3Ds Max. And they always consider user requests
                          Muhammed Hamed
                          V-Ray GPU product specialist


                          chaos.com

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                          • #14
                            yeah have done.
                            e: info@adriandenne.com
                            w: www.adriandenne.com

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                            • #15
                              Originally posted by francomanko View Post
                              so i got it working using the ramp method, but guess what....yet again it doesnt work with Cuda. Seriously getting very despondent about the way GPU rendering is going with vray.
                              Click image for larger version Name:	hue.jpg Views:	1 Size:	795.6 KB ID:	1015063

                              sorry forgot to say, this was in vraynext.
                              francomanko very cool! I got it to work but the setup is a bit different than yours. It's inspiring to see your shading network. What is the functionality of that multiplyDivide node? Can you just plug the output of the ramp to ColorCorrect's hue shift?
                              always curious...

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