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Posted: Wed Oct 10, 2007 6:49 am
by manitwo
GREAT!

Posted: Wed Oct 10, 2007 6:58 am
by suvakas
Kram1032 wrote:that means, it's diffuse, only - right? :)
Yes, currently it's diffuse only, but it's just a mather of how lazy i am to add other materials types as well. Very easy to do.

Posted: Wed Oct 10, 2007 7:02 am
by Kram1032
not too sure, about that...

'till phong, it should be kinda easy (might even work with exponent map)
but SSS and transparent stuff is scale dependent (besides diffuse transmitter) - those types of mats might be quite hard to add^^

Posted: Wed Oct 10, 2007 7:06 am
by Kosmokrator
woooooooooooooooooooooooooooooowwwwwwwwwwww the hply shit!!!this is madness!!!!
perfect suv............. :shock: :shock:

how to thank u!!!!

Posted: Wed Oct 10, 2007 7:41 am
by suvakas
Kram1032 wrote:not too sure, about that...

'till phong, it should be kinda easy (might even work with exponent map)
but SSS and transparent stuff is scale dependent (besides diffuse transmitter) - those types of mats might be quite hard to add^^
Well.. scale and stuff is up to user actually. For me it is technically easy to add support for other material types besides diffuse. I thought you meant that.

Posted: Wed Oct 10, 2007 7:56 am
by Kram1032
what I meant, was doing it, but WITH colour-match ;)

Posted: Wed Oct 10, 2007 10:56 am
by Moses
Great Stuff Suvakas!

I tried displacing scattered box primitives to achieve a micro polygon displacement look but the scattering tool in max limits the number of duplicates for the instanced model to 65,000

here is my result

Posted: Wed Oct 10, 2007 11:11 am
by zsouthboy
Dear everyone:

HOLY SHIT. That stuff looks great.

Sincerely,
zsouthboy

@suv: I'm going to whip out the latest blendigo code, and see how hard it is to do this - it seems easy enough to do, technically (a simple run through in my mind)

Different material support could be done by separate bitmaps - or, actually, a matrix defined via xml , separately.

Posted: Wed Oct 10, 2007 3:39 pm
by suvakas
Moses wrote:Great Stuff Suvakas!

I tried displacing scattered box primitives to achieve a micro polygon displacement look but the scattering tool in max limits the number of duplicates for the instanced model to 65,000

here is my result
Great result!
The main difference between mine and original scattering in Max is, that when using Max scattering, then it will be exported as one big geometry model. Mine gets exported using instances + mine is 10 times slower :)
But the results are similar. Ok. Mine currently has 99k douplicates limit.

Posted: Wed Oct 10, 2007 5:12 pm
by Moses
Yeah it took quite a while to export. The actual boxes were instanced and i selected use instancing in your exporter so it renders pretty fast, the render I posted was just a couple minutes in. The problem is with the 65,000 limit and also having to display every instance so it will be exported. The way i overcame this was turning on the display as box in object properties so the viewport wouldn't be so heavy. Your way seems much more efficient and also greater because of the higher duplication limit.

Posted: Thu Oct 11, 2007 4:16 am
by Kram1032
amazing bwcarpet!
I wonder, if that'd also work with a (non-instaned, obviously) plane overlay, that converts the bump map in a height map, to archive a "real" MPD-effect?
Very hipoly, I bet, though.

Also interesting would be, if that'd work with Normal-maps, which slightly allow non-height_only-displacement, too :) (not as well as the VDM, though [It came to my mind, again :D])

Posted: Thu Oct 11, 2007 9:10 am
by Marcofly
GREAT SUV!!!

We are with you!! :wink:

Posted: Thu Oct 11, 2007 9:00 pm
by drBouvierLeduc
Hey, Suvaka, from what I could see of your 3dsmax exporter, you never seem to be in lack of great ideas ! That one is particularily good, and veeeery usefull. Bravo !

Posted: Fri Oct 12, 2007 3:31 am
by filippo
can you post one max file whit this effect?
filippo :roll:

Posted: Fri Oct 12, 2007 6:31 am
by Kram1032
:o dr :D :D :D
scnr