Any features you'd like to see implemented into Maxwell?
By snalbandia
#196321
Would be very helpful if there was a way to randomize a tile pattern in the Material Editor/Material Picker. Random tiling makes for a much more realistic rendering instead of repeating the same textures over and over.

For example, take a single tile or a few tile images and in the Material Picker rotate, mix and randomize the provided images.

If you have one image that needs to be tiled, maybe Maxwell can give the ability to rotate and/or horizontal/vertical mirror every few tiles, this way the tile is not repeated identically and will give a much more realistic appearance in the rendering.

Thanks,
Saro
By samsam
#196329
Second this!
User avatar
By deadalvs
#198818
wrote my own for maya.

this just scrables the uvs around...

anyone interested ?

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deadalvs
By bewick
#203318
Well, I noticed the name Minhea Balta flashing by in the forums. He seems to be one of the developers of Maxwell now, and if this is the guy I'm thinking of he used to develop an excellent little plugin for Max called Textureshaker. Have a look at www.textureshaker.com. I would love to see this plugin compatible with Maxwell, or implemented in some other way.

Thomas
User avatar
By deadalvs
#203327
You're absolutely right...

texture shaker is awesome !!! if this would work it would be fantastic... i'm just not sure if it simply generates new tileable textures and exports them or if it is some kind of procedural approach which would have to be implemented.

a large problem is that these textures don't «mind» about geometry.

look at the samples with the gothic cathedral and how the stones are «cut». always on the edges, there are these weird faults.

if You ask me, we need some intelligent materials (of course with subpoly displacement) that «see geometry» and react coordingly to fit the geometry. as a stone texture would fit a wall without leaving a rest of a 10th stone at the end of the wall. You certainly get what i mean.

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deadalvs
User avatar
By michaelplogue
#203363
deadalvs wrote:if You ask me, we need some intelligent materials (of course with subpoly displacement) that «see geometry» and react coordingly to fit the geometry. as a stone texture would fit a wall without leaving a rest of a 10th stone at the end of the wall. You certainly get what i mean.
Not asking for much, are you? :D :D

Have any of you tried ImageSynth? I've been looking at that one as well.

http://www.luxology.com/whatismodo/imageSynth.aspx
User avatar
By deadalvs
#203370
hehe... no, did not know this... thanks for the link. looks very cool !!

* * *

naw... not asking much... :)

but i think this could be a potent future. i am very interested in the procedural approach to resolve problems, as nature does it all the time with plants (L-systems) or the way a brick wall is built in different forms.

see here: (two important courses i did for my studies with 5 other students)

http://www.jumpgates.com/matthias/portf ... _DWF06.pdf
(7 MB)

http://www.jumpgates.com/matthias/portf ... tailor.pdf
(17 MB)

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so why not also develop something procedural that is userfriendly, like a shader system for dummies that can have intelligent behaviours... ??

i'd like to do it, i just can not program and i'm not finished with my studies yet... :(

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You know StarLogo (the next generation)?

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deadalvs
User avatar
By michaelplogue
#203376
That would be a pretty cool system.

"Fill this wall with random sized stones, ranging form 5 inches to 15 inches, using a 1/2 to 3/4 inch grout. Use these four texture images to randomly texture each stone individually. Utilize texture mapping and 'stone geometry' to create an overall displacement map."

Sounds like the perfect job for a fractal programmer..... :wink:
User avatar
By deadalvs
#203380
LOTR:
Image
Image

Gaudi: sagrada familia:
Image
Image
Image

...

--> PROCEDURAL APPROACH NEEDED !

:)

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deadalvs

So, is this a known issue?

Thanks a lot for your response, I will update and […]

did you tried luxCore?