Any features you'd like to see implemented into Maxwell?
User avatar
By deadalvs
#179452
actually, i've seen something in the material editor (when loading the textures) which says real world size. does this interpret the dpis of the loaded image?

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deadalvs
By GM5
#179993
Maximus3D wrote:Yup i agree, it would be excellent to have a few procedural noise textures
both 2d and 3d like in C4D which we could map to objects and tweak their
parameters to achieve various types of noisemaps combined with bump
and displacement and make them interact with surface imperfections and
the different layered materials on each object and last but not least also
with a good looking dirt map (hehe) :D

I know this is a BIG wish, but that's what wishes are for..

/ Max
A BIG DITTO on that :!:

-Greg
User avatar
By Ernesto
#182321
Procedural tiles:
Where you can set a mesh dimension, and a joint width. You can set a colour for the background and a colour for the joint. You can ad maps to the background or and to the joint. You could set a bump value so that the joint could be seen higher or lower in relatioinship to the background.

Procedural granite
You could define a size for the granite spot, a density, and a clour for the spot and for the background.You can ad maps to the background or and to the spot. You could set a bump value so that the spot could be seen higher or lower in relatioinship to the background.

Procedural marble or wood
You could define a size for the lines, a density, a blending borders value, as well as a turbulence value , and a colour for the lines and for the background.You can ad maps to the background or and to the lines. You could set a bump value so that the lines could be seen higher or lower in relatioinship to the background.

Procedural Angular Blend
You can set a material to be seen when looking at the surface at 90 degrees, and other material to be seen at 0 degrees, and in this way you could create those new fashionable carpaints of two colours deppending on the viewing angle.

There are more options, but these are the main that I can recall now.

E
By JTB
#182586
Ernesto wrote:Procedural tiles:
Where you can set a mesh dimension, and a joint width. You can set a colour for the background and a colour for the joint. You can ad maps to the background or and to the joint. You could set a bump value so that the joint could be seen higher or lower in relatioinship to the background.

Procedural granite
You could define a size for the granite spot, a density, and a clour for the spot and for the background.You can ad maps to the background or and to the spot. You could set a bump value so that the spot could be seen higher or lower in relatioinship to the background.

Procedural marble or wood
You could define a size for the lines, a density, a blending borders value, as well as a turbulence value , and a colour for the lines and for the background.You can ad maps to the background or and to the lines. You could set a bump value so that the lines could be seen higher or lower in relatioinship to the background.

Procedural Angular Blend
You can set a material to be seen when looking at the surface at 90 degrees, and other material to be seen at 0 degrees, and in this way you could create those new fashionable carpaints of two colours deppending on the viewing angle.

There are more options, but these are the main that I can recall now.

E
Sorry but I haven't seen any good procedurals of that kind. I only want procedurals for bump, noise etc. I prefer to use bitmaps for the main map.
By andrebaros
#183696
Procedural Tile and Noise... Tile is very important to get rid of bitmap tiling on large brick walls, etc.
User avatar
By deadalvs
#191810
could we have an official response if there is any action going on at NL ?

would be great !!! :P

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deadalvs
User avatar
By deadalvs
#262219
it could work like this:

a new editor creates «procedural texture files» called .mxp that can be linked instead into .mxm channels instead of textures.

the .mxp editor is an application with a GUI that let's the user connect diverse parametric «nodes» graphically. (nodes should be easily programmed and shared by the user, with python, or shader-specific languages).
textures should certainly also be linkable.

also, mathematical commands should be available to drive RGB / alpha intensities, ...

of course, most important is the use of a strictly mathematical, «resolution independent» approach that guarantees infinite precision by mathematical functions.

nodes like wood, brick, noise, ... are a standard and should be freely linkable for more complex networks.
User avatar
By deadalvs
#262244
hmm... would you wish for:

• volumetric textures (functions in x, y, z)

or
• real-scale textures (like bricks with width, length and height defined that automatically fits best the geometry)

:?:
By boogazm
#263595
Hi, I´ll have to make a vote for procedurals as well. It would be great to even have the possibilities of The Deep Texture Editor of a modest app like Bryce.
There you´ve got more than 40 noises, 13 different noice modes, 16 different color modes for each noise, 13 filters for each noise, and you can phase/distort evry noise with every other noise, and there´s 19 blend modes for the noises... Only problem is that it´s limited to 3 different noises to blend (and that all features aren´t fully implemented)!!! An excellent feature is that you can view a bigger render of the resulting noise by clicking, or each noise by alt+clicking, on each noise preview window. Even Bryce does volumetrix, but with certain limitations!!!
So I´m hoping for something like that, or better, that the Maxwell team delivers a procedural texture engine that blow our minds out completely!!!

Bo
User avatar
By sidenimjay
#263600
houdini has a great procedural system.....works very similar to
renderman...if you can write a renderman procedural shader you can write a vex mantra one

you can generate any number of attribute passes with a single shader using
aov's

render those with mantras new texture baking feature, and send the rendered images to a maxwell shader

its not a 100% procedural in maxwell but as close as we can get till NL puts it in

mantra also has a volume renderer for integration into maxwell using the included compositor
By boogazm
#263655
The closest I´ve been to a renderman shading system is a short friendship with RhinoMan and BMRT. It´s powerful, but knowing nothing about writing code, I really would appreciate an intuitive system where the immidiate visual feedback would be enough to composite procedural textures.
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