Jump to content

different noise types in MAX?


Ernest Burden III
 Share

Recommended Posts

I'm starting to learn, let the beginner questions begin!

 

First up:

 

I'm used to using various noise patterns to create as much of any material as possible instead of maps. Noise (most, anyway) doesn't repeat and so you never have tiling to deal with and no maps to keep track of. I looked at the MAX material setup panels, and I see 'noise' and speckle and splat, but nothing else. Are there any other types of noise available?

 

I'm used to Cinema4D's mat system which has over two dozen types, and they can be combined in layers with 'layer modes' like difference, overlay, etc. I'm hoping Max does, too. Here's what C4D has:

 

http://www.cybergooch.com/pages/c4d/noise/c4d_noise.htm

 

I can always render out a noise from C4D and use it as a texturemap in Max, but I would rather have real procedurals to work with. Will I?

Link to comment
Share on other sites

 

A few things that mention noise, but they appear to be maps.

 

I cannot put enough importance on the usefulness of non-tiling procedural noise patterns in arch-vis materials. They add the organic imperfection realism that goes well beyond whatever can be done with a perfect material. Less smooth means more photoreal. The world is rough. A little random variation make an image much more believable since it mimicks how things truly are. I guess that's why I'm such a big Van Gogh fan--the guy painted the world the way it really is.

Link to comment
Share on other sites

I cannot put enough importance on the usefulness of non-tiling procedural noise patterns in arch-vis materials. They add the organic imperfection realism that goes well beyond whatever can be done with a perfect material. Less smooth means more photoreal. The world is rough. A little random variation make an image much more believable since it mimicks how things truly are. I guess that's why I'm such a big Van Gogh fan--the guy painted the world the way it really is.

 

- and what's truly horrible are the fake stone patterns engineers are using on bridges and other pieces of massive infrastructure - they repeat and look far too perfect, doing exactly the opposite of thier intentions.

 

Anyway, what you may want to look into, and I've been meaning to do this myself, is mastering the Unwrap UVW modifyer. It seems like the tool you are looking for...ie having the ability to "paint" onto geometry. If anyone can point to some tutorials, it'd much appreciated.

Link to comment
Share on other sites

Vince,

 

I totally agree with you and have been uwrapping and mapping most of my work for over a year now..., cough, mostly in Modo. It just works better LOL.

 

The beauty of the C4D procedural noise is really that it is procedural. UV mapping some of the stuff Ernest does would actually be a big blow to productivity. Frequently, even modeling with mapping in mind, on complex geoemtry where the normals face each other (window openings for example) even the almighty Modo, LOL, can't deal with it well. Unless you go through and define edge breaks.....but there you are again in many cases that's a whole pile of work in itself.

 

Where as getting the proper 'Grunge' for a lack of a term different than just making 'dirtier'....in C4D can all be done very effectively with the multitude of noise shaders. Really it almost feels like cheating at times ;)

 

WDA

Link to comment
Share on other sites

Try this site:

 

http://www.maxplugins.de/

 

inside that site, download the blur materials, they have dfferent types of noises, I haven't used them recently, though I did use them a couple of times a few years ago (different max version, though.) and they were more powerful than the 3d max standard noises, nothing is lost by downloading and checking them out...doing this now as I type.

 

There always seems to be a catch when switching programs...Why oh why can't we have the best of both worlds (or many worlds)?

 

;)

 

good luck, ernest.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...