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Changing Onyx vertex colors in 3dsmax?


Crazy Homeless Guy
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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)

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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.

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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

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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?

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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 by whaling
name spelling!
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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

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  • 1 month later...

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.

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  • 2 months later...
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?

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