depth vertex colour shading plugin, works by interpolating as the distance from the center point or line with a start and end range (show by the gizmos) gradient has several options linear, ease in, ease out, ease in ease out and custom curve. the demo plane is 200x200
I have improved Blender Game Tools, i have added new way and much faster way to do hard surface modeling and improved the Game Asset Generator script. It will now give you a better envelop of all your meshes to remove intersections and also generates dust on your model automatically. What 3D game artists does in 10 hours manually it does than in few seconds! There is also tons of other tools that i will show in a future video, you can also check my older video on Vimeo.
Post RBD Sim Cleanup Tool - HOUDINI (Optimization)
This video demonstrates the purpose and effectiveness of the tool made on cleaning RBD Destruction Simulations (Houdini) to be used in Game Engines. In this case, I am targeting Unreal Engine. Check out the video and let me know what you think!
Hey Guys, not a long time, and i come back to you with my own solution to work with Zbrush/ZGametools and Photoshop.
Smart and limitless features, you control the entire build process in Photoshop and automate all the task you want.
you can create your own library of functions so easily and its portable for easy reuse.
Here is a video i made few days ago to show how to use the AppendSDk
function and hook the Main script process to extend, customize and
automate the loading process in photoshop.
Working on a node for Substance Designer that can take a black and white mask (from a bitmap too) and generate a random luminance mask as well as random opacity mask. It's much like getting luminance variations for something like Tile Sampler node, but will work on any input mask. It may not seem that much, but it wasn't possible before in SD.
its basically a normal color palette. This project was more of a little playground for toying with typescript and photoshop and three.js. Because well ... I like type safety - as JS is just meh. The primitves are rendered in 3D - the resolution of the mesh can be changed with the slider. The colors get fetched through a little back and forth with html canvas. Never touched this stuff - so it was interessting enough to keep going
My fellow environment artist and I wanted a way to quickly bash out rocks, so I made a displacement map based system in 3DS Max to quickly create builders, as well as a nice standard Substance Painter file with preset materials.
My fellow environment artist and I wanted a way to quickly bash out rocks, so I made a displacement map based system in 3DS Max to quickly create builders, as well as a nice standard Substance Painter file with preset materials.
My fellow environment artist and I wanted a way to quickly bash out rocks, so I made a displacement map based system in 3DS Max to quickly create builders, as well as a nice standard Substance Painter file with preset materials. *pics*
Wanna zoom in on that modifier stack just one time for me?
Wanna zoom in on that modifier stack just one time for me?
Great job lol
Of course! If you want to know more about this one of my mates told me there are some tutorials on youtube about displacement stuff, just google away I guess, anyway:
FFD is of course used to change the overall shape, the displace maps up top are for micro-detail, the other for the overall shape and the "damage", the noise is mainly there to offer some more random parameters. I use a box with spherical because when I used a cylinder the pole on top messed up, you need nice quad geometry for it to work nicely.
@monster It's not a nice script or so, it's basically a bunch of material instances connected to modifiers, if you'd like to still look around those I can definitely upload the Max file somewhere for you ^^
@monster It's not a nice script or so, it's basically a bunch of material instances connected to modifiers, if you'd like to still look around those I can definitely upload the Max file somewhere for you ^^
I'd love to take a look at that too! Seems very usable/practical.
@monster It's not a nice script or so, it's basically a bunch of material instances connected to modifiers, if you'd like to still look around those I can definitely upload the Max file somewhere for you ^^
Looks great but also pretty similar to what the RockGenerator script is doing or am i overlooking something?
Uh, haven't used it but it looks like it yea. As I mentioned there are a bunch of similar tools, this one is just more build for my preference ^^
I've tried to simulate clear-coat material in Unity. I made non-coated version of carbon fibre using Substance Designer (right), then extended Standard unity shader by adding another pass to render coating over it (left). Here is the result:
@Kyetja Would also be interested in checking out the Maxfile. Results look great. I've actually been sculpting rocks all week in Zbrush so my brain is still in 'Rock-silhouette-appreciation and admiration- mode' It's actually quite interesting the amount of CG artists that seem to have a rock fetish.........
@Kyetja thanks for the link, mate. Just had a play with it. It is indeed pretty much identical to the setup of the RockGenerator script. The stack order and use of a cellular procedural to achieve the faceted look. Great for quickly establishing silhouette without having to hack away in ZB. Thanks for sharing.
A test scene I set up a while back to experiment with Phoenix FD's liquid sim results.
It was also an opportunity to experiment with a workflow test using Craft animation Studios in 3dsMax. Craft is pretty simple to set up but it is a crazy price considering it almost seems like abandonware judging by the ancient videos they use to promote it. That and the fact that it appears to have long-standing issues and can be quite prone to crashing and going nuts randomly. It reminds me of the plugin for Max: Powernurbs. An extremely powerful kit but all but abandoned by the developers and eaten away by ignored bugs.
The model of the Hummer was a free download of a shit model that I mostly remodeled/kitbashed.
And this was another one I worked on at the same time with the same tools.
'Phoenix' typo on the intro is the kind of stupid shit we do when we behave like 3D junkies and forsake bed for just another frame, as we stare transfixed at the achingly slow render buckets crawling across our blurred vision as the sun begins to rise somewhere miles away from our workstations.....
This project was created as a test to learn both tank rigging in Craft Studio, and using PhoenixFD. The tank itself is half craft simulation and half hand-keying. The plugin was quite buggy and crashed often so I really just wanted the data from the tread sim. The PFD shell burst was set up with a Pflow system linked to the interior of the cannon which releases a short burst of particles that die almost immediately and PFD takes over. Also a non-renderable cylinder was linked to the rear of the shell to drag out a trail of fluid from the PFD sim. Also a wind force was used to influence the speed and direction of the smoke.
Rayfire and Pflow were used to demolish the wall(which I got a great start with using DebrisMaker2)
Next it was rendered in Vray in a GEO pass,(with the PFD set to invisible to camera to retain the lighting/shadow data generated by PFD) and an PFD pass(I had to disable the GI here as it was taking an eon to render) The PFD sim is only about 4million cells so it was fast to calculate.
Working on my preview panel for Photoshop still. Just added multi row preview possibility to it. Gonna do some more self testing then start trying to find some artsy's that wanna give it a shot
Currently messing around with shaders, I'm trying to create such an effect that moss, snow, etc. are always placed on top of objects. The overall texture positioning works as intended, I just need the normal blending to be better and clamp the values on the mask generated by the mesh position a bit more. I've seen it done before so it has to be possible!
I've tried to simulate clear-coat material in Unity. I made non-coated version of carbon fibre using Substance Designer (right), then extended Standard unity shader by adding another pass to render coating over it (left). Here is the result:
Curious if you are handling this with a 0.1 valued displacement node and then extracting the normal and adding a higher spec/gloss value on the sphere geo? I did something similar for a car paint shader, but have always been curious of more efficient ways to handle this, as duping the whole mesh is not.
Currently messing around with shaders, I'm trying to create such an effect that moss, snow, etc. are always placed on top of objects. The overall texture positioning works as intended, I just need the normal blending to be better and clamp the values on the mask generated by the mesh position a bit more. I've seen it done before so it has to be possible!
I did it in a way about 6 years ago. Idea I ran with was effectively a combination of two calculated masks and a texture based mask to break up the edge detail more. TLDR: Shader network
@Vailias Cheers man, that is really helpful! I am using something quite similar to this as well. I'm currently messing around to make the moss look more like, well, moss. I also added a mask to make sure not the entire surface is moss. The normal map blending feels wrong on paper, but somehow I dig the effect, might look into it more later. Additionally I want to see if I can use some of my height and occlusion maps for some fun masking, but I since I am making it for practice I don't want to dwell on it too long.
Here it is with some more fuzziness, notice the purple glow at the bottom, it's because the fuzz shading needs some better masking, woops! (EDIT) Actually I just realized I forgot to clamp the final position output to positive values only, the negative values from this created these purple spots,basically at the end of the up vector bit I added a clamp (min = 0, max = 1) , this fixes it.
Currently messing around with shaders, I'm trying to create such an effect that moss, snow, etc. are always placed on top of objects. The overall texture positioning works as intended, I just need the normal blending to be better and clamp the values on the mask generated by the mesh position a bit more. I've seen it done before so it has to be possible!
hi @Kyetja looking cool, if you don't mind the performance you can use PixelNormal WS to have detailed clamp instead of vertex normal WS, but if there is no choice perhaps you can use clamp
@xvampire I actually started of with the PixelNormal WS but it would give me errors when blending my moss normal maps with the rock ones, probably just me messing something up. Anyway, I imagine my current method is ever so slightly more efficient? Not sure.
Hi kyetja, pixel normal is actually calculating your final normal output, so it wont make sense to use pixel normal ws on normal map, u can usevertex ws in that case.
its basically a normal color palette. This project was more of a little playground for toying with typescript and photoshop and three.js. Because well ... I like type safety - as JS is just meh. The primitves are rendered in 3D - the resolution of the mesh can be changed with the slider. The colors get fetched through a little back and forth with html canvas. Never touched this stuff - so it was interessting enough to keep going
This is REALLY handy for normal painting, i use something similar but with a pallet.
@musashidan I'll have to give that script a try too then!
It's pretty straightforward to make a scripted modifier that will generate your stack with a single click. It would give you an easy way to distribute it to the rest of the team.
Are you guys still using Notepad++ when working with scripts, especially maxscript? Was going to get back into scripting, and read in another thread (which I can't for the life of me remember where it was) that some people recommened some other editors.
Replies
depth vertex colour shading plugin, works by interpolating as the distance from the center point or line with a start and end range (show by the gizmos) gradient has several options linear, ease in, ease out, ease in ease out and custom curve. the demo plane is 200x200
More info in Gumroad description > https://gum.co/FrKTc
https://gumroad.com/l/brushbox
All the info in Gumroad description for the product > https://gum.co/wIQWA
What's new in v2.0 >
Features overview (v1.0) >
This video demonstrates the purpose and effectiveness of the tool made on cleaning RBD Destruction Simulations (Houdini) to be used in Game Engines. In this case, I am targeting Unreal Engine. Check out the video and let me know what you think!
PS: This is my first post on polycount ever!
Smart and limitless features, you control the entire build process in Photoshop and automate all the task you want.
you can create your own library of functions so easily and its portable for easy reuse.
Here is a video i made few days ago to show how to use the AppendSDk function and hook the Main script process to extend, customize and automate the loading process in photoshop.
I hope you like
I am working on a tool that bakes a normal map to soften the hard edges of my models.
Two Models:
First iteration of the node already released and can be downloaded for testing and discussed here:
https://forum.allegorithmic.com/index.php/topic,5158.15.html#msg62947
Dude, I've only wanted this since the beginning of time. That's nuts, thanks for sharing.
its basically a normal color palette. This project was more of a little playground for toying with typescript and photoshop and three.js. Because well ... I like type safety - as JS is just meh. The primitves are rendered in 3D - the resolution of the mesh can be changed with the slider. The colors get fetched through a little back and forth with html canvas. Never touched this stuff - so it was interessting enough to keep going
vertical/horizontal symmetry (no hotkeys)
custom symmetry planes
Great job lol
FFD is of course used to change the overall shape, the displace maps up top are for micro-detail, the other for the overall shape and the "damage", the noise is mainly there to offer some more random parameters. I use a box with spherical because when I used a cylinder the pole on top messed up, you need nice quad geometry for it to work nicely.
Awesome! Is this a tool you can release?
It's actually quite interesting the amount of CG artists that seem to have a rock fetish.........
It was also an opportunity to experiment with a workflow test using Craft animation Studios in 3dsMax. Craft is pretty simple to set up but it is a crazy price considering it almost seems like abandonware judging by the ancient videos they use to promote it. That and the fact that it appears to have long-standing issues and can be quite prone to crashing and going nuts randomly. It reminds me of the plugin for Max: Powernurbs. An extremely powerful kit but all but abandoned by the developers and eaten away by ignored bugs.
The model of the Hummer was a free download of a shit model that I mostly remodeled/kitbashed.
'Phoenix' typo on the intro is the kind of stupid shit we do when we behave like 3D junkies and forsake bed for just another frame, as we stare transfixed at the achingly slow render buckets crawling across our blurred vision as the sun begins to rise somewhere miles away from our workstations.....
This project was created as a test to learn both tank rigging in Craft Studio, and using PhoenixFD. The tank itself is half craft simulation and half hand-keying. The plugin was quite buggy and crashed often so I really just wanted the data from the tread sim. The PFD shell burst was set up with a Pflow system linked to the interior of the cannon which releases a short burst of particles that die almost immediately and PFD takes over. Also a non-renderable cylinder was linked to the rear of the shell to drag out a trail of fluid from the PFD sim. Also a wind force was used to influence the speed and direction of the smoke.
Rayfire and Pflow were used to demolish the wall(which I got a great start with using DebrisMaker2)
Next it was rendered in Vray in a GEO pass,(with the PFD set to invisible to camera to retain the lighting/shadow data generated by PFD) and an PFD pass(I had to disable the GI here as it was taking an eon to render) The PFD sim is only about 4million cells so it was fast to calculate.
Just added multi row preview possibility to it. Gonna do some more self testing then start trying to find some artsy's that wanna give it a shot
The overall texture positioning works as intended, I just need the normal blending to be better and clamp the values on the mask generated by the mesh position a bit more.
I've seen it done before so it has to be possible!
http://polycount.com/discussion/comment/1402961/#Comment_1402961
I did it in a way about 6 years ago.
Idea I ran with was effectively a combination of two calculated masks and a texture based mask to break up the edge detail more.
TLDR: Shader network
Cheers man, that is really helpful! I am using something quite similar to this as well. I'm currently messing around to make the moss look more like, well, moss. I also added a mask to make sure not the entire surface is moss. The normal map blending feels wrong on paper, but somehow I dig the effect, might look into it more later.
Additionally I want to see if I can use some of my height and occlusion maps for some fun masking, but I since I am making it for practice I don't want to dwell on it too long.
Here it is with some more fuzziness, notice the purple glow at the bottom, it's because the fuzz shading needs some better masking, woops! (EDIT)
Actually I just realized I forgot to clamp the final position output to positive values only, the negative values from this created these purple spots,basically at the end of the up vector bit I added a clamp (min = 0, max = 1) , this fixes it.
And the current blueprint setup.
I actually started of with the PixelNormal WS but it would give me errors when blending my moss normal maps with the rock ones, probably just me messing something up.
Anyway, I imagine my current method is ever so slightly more efficient? Not sure.
It depends on everyone need and taste of course..
Exploring Houdini UE4's procedural features, made a modifiable grid asset that places content browser objects on its points.
I also added some beveling and pinching if you want more cartoony, rounded shapes.
It also has thickness settings if you want to render it out and use it in an isometric setting.