BerconMaps, next version

I believe there are some people here who use my maps. I’m gonna do small update to them to fix major issues and perhaps add some missing functionality.

The main development thread is on CGTalk: http://forums.cgsociety.org/showthread.php?f=98&t=874049

So if you have ideas/requests/bug reports please post them here or there.

Thanks, I really like these maps, especially when bitmaps won’t cut it…
It would be good if the values for tile size and joint size would translate into whatever units your scene is in.
I can get good stuff with the current set, but usually with a bit of trial and error and reference planes for size, but it would be real time saver to be able to say
tile size of 2 and 4 means 2 inch height and 4 inch width, or mm/cm, etc.

Hi MasterBercon!

Thanks for updating theese great maps!

I would have written the same as voltron7 because it really would be a timesaver.

I know that this wish is perhaps a little more complicated to make, but it would be very nice with full support for VRay Rt

Preisler

Support for VRayRT would require a complete rewrite so, for the same reason I’m not doing mental ray support, thats way too much work.

I’ll come up with some sort of real world coordinate support for all maps.

Herringbone brick/tile pattern would be fabulous.

+1 herringbone would be very nice!

hextile will be nice also.. there used to be a plug a long while ago…
thanks
Davis

Herringbone… It would require reconstructing/writing about half of the tile related math (100-200 lines of pure equations). And the other problem is that if I would write some randomization algorithm for other patterns, it would not work with herringbone because randomizing tile width messes up the whole pattern. I’ll have to think about it.

Hextile, this would require even larger rewrite, basically it would be entirely new map in terms of math. So unless somebody comes up with the algorithms and equations for calculating tile rounding/smoothing etc. for me then no sorry, too much work.

A simple way of randomly varying the colour and fade variance from tile to tile: like with 3dsmax Tiles.

MasterBercon your maps are great!

i love to work with em. althought i once felt a limitation in doing a texture for a perforated metal plate.
i made the tales quadratic and then rounded the corners until i got dots. so far so good, but now id like to have the ability to change the edge heigth and with without changing the actual tile size. i found this one kind of unlogical, at least for me as user, as programmer it may make more sence :wink: or i nneeded there the posibility to set negative edge w/h to compensate that.

and i also give a vote for a random coloring of the tiles, with bercon gradient :slight_smile:

Thanx for the great work done allready

MathTheRender

Yeah I’ll redo the tile size logic.

I think I’ll replace the coordinates rollouts in all my maps with this: http://www.ylilammi.com/graphics/Mapping\_03.jpg

Agree with this +1

Hmm, I’m not sure how to say this, so here goes…

A way to have a large area of tiles that are color “A” and have the ability to tell some specific tiles to be color “B”

Maybe this is already possible, so ignore this if I just need to learn more, hehehe.

Thanks again MB

Yeah there is “Center mapping” option that gets color from the center point of the tile using any texture you provide. Like this: http://www.ylilammi.com/Resources/Tile/Example\_VariationColor.jpg

I ended up doing a complete rewrite for the tile map, here is how it looks like now. Also added support to use MultiTexture to distribute random bitmaps for each tile.

Menu (still messed up but you get the idea) http://www.ylilammi.com/graphics/TileX\_05.jpg
Diffuse + Displacement and some random variation on tile sizes: http://www.ylilammi.com/graphics/TileX\_06.jpg

That looks great!
I’m just wondering, can you set UVW parameters for the MultiTexture bitmaps, including real world map size?
I guess you can’t use the default bitmap loader/map slot, because it can load multiple bitmaps at once?

Wow, this is looking great (of course!)

Definitely looks Great! Any estimate as to when this will be completed ??

I think I’ll skip adding any more controls to the MultiTexture for now. The bitmaps are accessable through Maxscript so you can use it to set any parameters you want, they are using the standard Bitmap map.

Well most of the functionality is done. There is still some tweaking with the UI’s to be done. And I’ll probably update the distortion map too but that should not be such a big job. Alpha could be out next weekend perhaps.

The major problem is that I’ve noticed some random crashing which isn’t related to anything specifically. Because I do not have the debug version of 3ds Max its very hard to find any bugs that are not easily reproducable. Hopefully I can get somebody with the debug sdk to go through the maps.

mapping display

MasterBercon,

Is it possible to avoid this type of thing? :face_with_spiral_eyes:
(viewport mapping not matching output)

Thanks

Unfortunately viewport rarely matches the final render because its limited to single 2D bitmap. There is just no way of matching them without raytracing the texture in the viewport and then we are basically talking about system like VRay RT. Perhaps some sort of pixel shader could work too but thats just insane amount of work.