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3D procedural textures.

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  • 3D procedural textures.

    Hi there, I'm wondering who uses 3D procedural textures with VRay, and how its supposed to be done. For example, suppose I have an explosion of rocky debris, or an animated engine with a hundred parts, procedurals are a quick way to texture all of those parts with just a couple of materials and without worrying about UVs. I've been doing this for years.

    In VRay however, Maya's 'local' attribute on 3D textures does not work, not in 3, or 2.4 and I assume has never worked. This means we cannot use the 3D textures directly on animated objects without creating one texture placement per animated transform - impractical in the examples above.

    Vray does support Maya's Texture Reference Objects, which allow us to lock a 3D texture even to deforming geometry, but it does not work with subdivided meshes - textures become severely distorted so this is no use in production.

    This seems to be a pretty big and obvious hole in the renderer's functionality so I'm wondering what I'm missing. Is there another VRay feature that achieves the same goal?

  • #2
    Hello, is there any work being done in this area? We've been struggling with these two limitations for about a year now. I've been looking in the nightlies release notes but haven't spotted anything related.

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    • #3
      Normally you do this by baking the object-space UVW coordinates into a color channel for the mesh, and then use those to drive the procedural texture. Where does your debris geometry come from?

      Best regards,
      Vlado
      I only act like I know everything, Rogers.

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      • #4
        It's not just debris, engine parts is another common one for us. Stuff modelled in extreme haste, stuff off stock model sites with garbage UVs. This is usually for dozens, hundred if not thousands of independently moving meshes. With our previous renderer we didn't need to worry about UVs if we could secure a signed-off look with just procedural textures. I could investigate baking the UVWs, but I think the labour involved in that is still significantly above what we're used to. (i.e. click 'local' once)

        Edit: that said, UVW baking sounds like a good solution for deforming meshes, which I was also wondering about, so thanks for that.

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        • #5
          It would be trivial to support the "local" option, after all it works fine in 3ds Max. Will make a note to look into it.

          Best regards,
          Vlado
          I only act like I know everything, Rogers.

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          • #6
            Trivial? I like the sound of that.

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            • #7
              +1 for 'local' support. Any news on this?

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              • #8
                We are sorry to inform you but this is not supported yet.
                We'll keep you posted.
                Svetlozar Draganov | Senior Manager 3D Support | contact us
                Chaos & Enscape & Cylindo are now one!

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                • #9
                  A client has just dropped a job on us, needed before New Years day. Exactly the kind of job I describe above, 2 thousand independently moving CAD parts, 99.9% of them sharing the same set of procedural textures. Would really really really appreciate a holiday gift from ChaosGroup. Please don't have me spend Christmas Eve managing 2000 shaderballs in that godawful slow new hyper shade.

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                  • #10
                    I've raised it's priority.
                    V-Ray/PhoenixFD for Maya developer

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                    • #11
                      Support for this feature would be available in the next night build, next sp, and probably after some testing time in the 3.1 stable builds as well.
                      V-Ray developer

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                      • #12
                        Awesome news - thanks!

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                        • #13
                          Great news, thanks everyone.

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                          • #14
                            Hey, I'm wondering if 'local' should work on 3D textures/projections as inputs to volume shaders. On a VRayEnvironmentFog it currently appears not to work. Should it, or is it somehow impossible on volumes?

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                            • #15
                              I don't think that this attribute can be an output. Do you have an example of where it works?
                              Alex Yolov
                              Product Manager
                              V-Ray for Maya, Chaos Player
                              www.chaos.com

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