Hi all,
i’am using a tiles map for displacement here, and was sure that there was a option for giving a map INSIDE the tiles. so that he uses the map for each tile. but he’s using it over all at the moment like that:
Would it be easier to do in photoshop with a very small tiling area? Might seem like less control, but if you keep it open in the background and save over its not a major issue. Thats how ive always done it.
when tiling the gradient i havn’t the possibility to rotate it random like, plus when using running bond it wan’t fit.
ja ps is possible also, but would love to go procedural.
and i damn can remember that it was possible in earlier builds of max. ( i think):-\
I see what you wanna do, Jonas, but no, I’m pretty sure it’s impossible. You need the gradient to offset to match the running bond, which you’ll probably have to do with a texture map in Photoshop.
It really would be nice if the tile map allowed you to repeat the texture inside the tiles, especially once you get to the more complicated bond types.
pretty simple. inside the tile texture i have a mix map. the 1st map is the gradient with tile set to 4. then 2nd map is with tile set to 4 and offset set to 0.125. the mix map is a gradient rotated 90 degrees, tiling set to 2 and interpolation on the gradient set to solid.
I’m writing some procedural maps for max and new tile map is among them. I’m planning on having controls to have gradients per tile, rounded corners for tiles and falloff etc.
The tile map sounds great. Will it also be able to support separate bitmaps? Mybe kills the whole procedural (hmm still quasi procedural?) thing but It would be very useful to be able to assign a number of bitmaps and have them randomly distributed among the tiles.
nice, thanks da elf for your hint! will try it as soon as i’am back in office tomorrow!
as for the moment i’ve done it manualy in ps. but would be much better your way.
@MasterBercon: sounds really promising! looking forward to it