Crazy Homeless Guy Posted March 31, 2008 Share Posted March 31, 2008 anyone want to help break down the process used for this texture... i think it would be beneficial for us all. it is a Vray material, but the process of creating it is entirely 3dsmax (i think,) so regardless of what engine you use, it might be useful. to put it simple. the material screen capture attached is seems to contain no actual texture maps. http://www.vray-materials.de/all_materials.php?mat=1141 Link to comment Share on other sites More sharing options...
Sawyer Posted March 31, 2008 Share Posted March 31, 2008 Have you seen the map browser for that material? Its huge! Seems to be a gradient with vray comp/gradient maps used for masking the lines with the comp mat set to multiply. At each one of these level there is 1 line that is "drawn" with a gradient ramp and masked off with a vray comp that then includes another vray comp that has a gradient ramp/vray comp. And you could go on for ever. Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted March 31, 2008 Author Share Posted March 31, 2008 that helps a lot. i was trying to figure out how the individual pieces were broken down. i was looking at the texture, and i just couldn't find it. if i right click on the gradient map, there is a place to use a texture there. i think this could get confusing fast. Link to comment Share on other sites More sharing options...
Sawyer Posted March 31, 2008 Share Posted March 31, 2008 I have a hunch that flags 4&3 are the same and flags 1&2 are the same. Maybe that makes it easier. Link to comment Share on other sites More sharing options...
Nic H Posted March 31, 2008 Share Posted March 31, 2008 hmm what an intense material! 54 nested maps!!!!!!!!!1 Link to comment Share on other sites More sharing options...
Sawyer Posted March 31, 2008 Share Posted March 31, 2008 Travis would you work this way? I find the material genius but not a work flow I would really want to adopt. Also I find this mat. a system slower. Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted March 31, 2008 Author Share Posted March 31, 2008 Not sure I am going to work this way, just trying to find a quick way to represent a few building facades that have not been designed without the need to spend a lot of time thinking about them, or modeling them. Basically, they can be somewhat generic. I don't like the design of the map provided, but I think I might be able to develop a couple of generic solutions to keep on hand for this project, and future projects. This is the alternate solution for now... http://www.pixelab.be/blog/2008/03/09/tutorialmaking-of-vincent-van-duysen-tower-in-beirut/ Regardless of which way I go, I wouldn't mind mastering both techniques. I doubt I ever nest 54 maps, but I might nest a handful to produce an elevation. Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted April 1, 2008 Author Share Posted April 1, 2008 why am i not just making the tilable map in photoshop? ...i am an idiot. i just saw this, aw, that will be handy to have. at least i realized it before spending more than an hour on it. Link to comment Share on other sites More sharing options...
gfa2 Posted April 1, 2008 Share Posted April 1, 2008 why am i not just making the tilable map in photoshop? ...i am an idiot. i just saw this, aw, that will be handy to have. at least i realized it before spending more than an hour on it. It's a process sometimes, huh . I thought maybe I was missing something...using a map was too obvious, it's gotta be more involved for some reason. That pixelab tut was cool...the materialbyelement modifier is slick. I read about it before...maybe it will stick now that I've read about it twice. Link to comment Share on other sites More sharing options...
Chad Warner Posted April 1, 2008 Share Posted April 1, 2008 Material by element is real nice to use if you need to randomize UVW maps also. I'll make a multi/sub object material with 4 or 5 copys of the same material and offset the bitmap a little bit for each material. That way there's less repetition. Link to comment Share on other sites More sharing options...
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