Crazy Homeless Guy Posted March 16, 2009 Share Posted March 16, 2009 Is it possible to change the vertex colors of leaves created in Onyx after it has been imported into 3dsmax? ...how about after it has been made into a proxy? Link to comment Share on other sites More sharing options...
BrianKitts Posted March 16, 2009 Share Posted March 16, 2009 sure, either put an edit mesh modifier on top of the parametric onyx object, or collapse your tree to a mesh, when select any of the vertices (in vertex mode of course) it will allow you to change the color assigned to the vertex. Typically when I'm playing with vertex colors of onyx trees I'll select and detach a group of objects by material ID, then grab it by vertex so that I can change them all at once. Don't think you can do it to a proxy.... but I half recall SP3 having the ability now to open proxies as editable meshes (haven't tried it yet) Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted March 16, 2009 Author Share Posted March 16, 2009 Interesting. I have always done all of my vertex color adjustments directly in Onyx, so they were set in Max. I am working with MR proxies, and I don't know of a way to reverse engineer them, so I am not sure that is an option. I was hoping that the vertex colors could be controlled through the material dialog, but I guess not. Link to comment Share on other sites More sharing options...
Brian Smith Posted March 16, 2009 Share Posted March 16, 2009 just as Brian said, and yes sp3 lets you extract an edit mesh from a proxy Link to comment Share on other sites More sharing options...
Justin Hunt Posted March 17, 2009 Share Posted March 17, 2009 This one reason why I dont use vertex colour but rather wrap a texture inside a Colour correct material, which gives great control when varying the leaf colours. Have the same leaf texture but tint three or four instance copies with the colour correct. jhv Link to comment Share on other sites More sharing options...
WAcky Posted March 17, 2009 Share Posted March 17, 2009 This one reason why I dont use vertex colour but rather wrap a texture inside a Colour correct material, which gives great control when varying the leaf colours. Have the same leaf texture but tint three or four instance copies with the colour correct. jhv This can be done without each leaf having a unique material ID? Link to comment Share on other sites More sharing options...
whaling Posted March 18, 2009 Share Posted March 18, 2009 (edited) This one reason why I dont use vertex colour but rather wrap a texture inside a Colour correct material, which gives great control when varying the leaf colours. Have the same leaf texture but tint three or four instance copies with the colour correct. jhv I'd be interested to know how you vary the colour as well Justin - do you need random material IDs on the tree like WAcky says? Edited March 18, 2009 by whaling name spelling! Link to comment Share on other sites More sharing options...
Justin Hunt Posted March 19, 2009 Share Posted March 19, 2009 I detatch the leaves, assign a "material by element" modifier with 4 or 5 randomly assigned ID's. Collaps it and reassign ID 1 as 2. I keep ID 1 for the bark texture. Attatch the leaves to the trunch/ branch model. The multi-sub material has slot 1 as the bark Slots 2 through 5 are the leaves. The leaf shader has a leaf texture map which is inside a "Colour correct" shader applied. Instance copy the leaf texture map into the other leaf slots, but keep the colour correct shader as unique. Then for each variation of the leaf vary the colour and or the saturation slightly. Try not to go too different as this looks odd. If you dont like the leaf map it is easy to swap it out for something else. Because the map is instanced, all the leaves will change as well. Remeamber to instance the cutout map as well. jhv Link to comment Share on other sites More sharing options...
Justin Hunt Posted March 19, 2009 Share Posted March 19, 2009 This can be done without each leaf having a unique material ID? to a small degree, if you mix the leaf texture with a large noise map it is possible to get variation. jhv Link to comment Share on other sites More sharing options...
WAcky Posted March 19, 2009 Share Posted March 19, 2009 you could try this plugin for the leaves instead of having 5 seperate materials. Thanks for the info tho! Link to comment Share on other sites More sharing options...
Justin Hunt Posted March 19, 2009 Share Posted March 19, 2009 very nice plug-in, pitty it doesnt support mentalray:( jhv Link to comment Share on other sites More sharing options...
WAcky Posted March 19, 2009 Share Posted March 19, 2009 that is a good point, yes. Never the less the floormaker he supplies is magic for making floors (duh) but i mainly use it for making exterior battens. And the multi material element tool is great too. Link to comment Share on other sites More sharing options...
Justin Hunt Posted March 19, 2009 Share Posted March 19, 2009 I was rather excited with the floor maker. I suppose one could use it to render out high res maps of floors in scanline to be used as a texture in mental. jhv Link to comment Share on other sites More sharing options...
whaling Posted March 19, 2009 Share Posted March 19, 2009 very useful information - thanks guys Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted May 14, 2009 Author Share Posted May 14, 2009 Does anyone know a good tutorial on mapping textures by vertex colors? I want to render some controllable blends between materials. Mainly grassy areas. If I can e set which vertexes in the grass are assigned to which color, and then allow Max to blend between the materials, it will be quite nice. This will make grassy areas look much richer and more natural. Link to comment Share on other sites More sharing options...
RevitGary Posted August 7, 2009 Share Posted August 7, 2009 I detatch the leaves, assign a "material by element" modifier with 4 or 5 randomly assigned ID's. Collaps it and reassign ID 1 as 2. I keep ID 1 for the bark texture. Attatch the leaves to the trunch/ branch model. The multi-sub material has slot 1 as the bark Slots 2 through 5 are the leaves. The leaf shader has a leaf texture map which is inside a "Colour correct" shader applied. Instance copy the leaf texture map into the other leaf slots, but keep the colour correct shader as unique. Then for each variation of the leaf vary the colour and or the saturation slightly. Try not to go too different as this looks odd. If you dont like the leaf map it is easy to swap it out for something else. Because the map is instanced, all the leaves will change as well. Remeamber to instance the cutout map as well. jhv I am trying to follow this but cant even get by the first steps 1. I detatch the leaves How do you do this? Edit mesh? 2. Assign a material by element. Ok I know the modifier but what do you attach it to? each leaf how? Link to comment Share on other sites More sharing options...
beestee Posted August 7, 2009 Share Posted August 7, 2009 If you are using Max 2010 and MR, you might look at using the new, native Multi/Sub-Map for randomizing colors. Link to comment Share on other sites More sharing options...
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now