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Specific effect: "Normal map"-ish as Diffuse
show user profile  Dejitarujin
I'm looking to make a certain, unique effect with this material. Essentially, if a normal is facing "up", it should be green. If it is facing "down" and "left" it will be blue, and "down" and "right" will be blue. (Imagine a peace symbol; these are roughly the axis I'm talking about.) Facing "forward", be it at a camera, world axis, or whatnot, will be silver.

I figured falloff map plus a gradient mp would work. The falloff does work, in that it fades from silver to a color as a normal is rotated away from the axis. But the spiral gradient ramp is applied to the entire surface, so tilted normals in one area of the object get one color and those in another area get a different color. How do I apply those colors based on specifically what direction each normal is facing, rather than generic perpendicular/parallel?

Quadruple bonus points if this can be made to discern normals in a non-euclidean fashion - ie, "forward" would be a single point as opposed to an entire axis, and a sphere surrounding the point would then all be silver.

Edit: Okay, "Object" as a Falloff direction works better than anticipated. Beautifully, I'd say. So all I need now is the right colors.
~~~
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 680 times
2/8/2009 8:53:59 PM (last edit: 2/8/2009 9:01:46 PM)
show user profile  Dub.
if you get stuck I can write you a map to do exactly what you want.


read 655 times
2/9/2009 12:14:17 AM (last edit: 2/9/2009 12:14:17 AM)
show user profile  Dejitarujin
I most definitely appreciate the offer... but, isn't that a bit overkill? >.>

I think I may try layers of falloff maps. The trick will be making it respond to an odd diagonal axis. And who knows how it'll respond to curvature.
~~~
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 636 times
2/9/2009 8:52:17 AM (last edit: 2/9/2009 8:52:17 AM)
show user profile  Ancient-Pig
http://www.bencloward.com/shaders_NormalMapMaker.shtml


_______________________
Jon Rush
Lead Character Artist
BattleCry Studios (Bethesda)
read 634 times
2/9/2009 8:55:34 AM (last edit: 2/9/2009 8:55:34 AM)
show user profile  Dejitarujin
That HLSL Shader seems incompatible with 3D Studio 2009; Error loading file, No valid techniques found. It also doesn't seem to have any adjustment capabilities.

However, that file is... short. Really short. Assuming a shader that short and simple could still be made to work with my version of MAX, I imagine I could modify it to fit my specific needs rather than to output a true normal map. As long as it still works at render-time.
~~~
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 625 times
2/9/2009 9:12:27 AM (last edit: 2/9/2009 9:12:27 AM)
show user profile  Dub.
a map to do that type of thing is really simple. Not really overkill if it does what you need and only takes a few minutes to make.


read 607 times
2/9/2009 11:29:45 AM (last edit: 2/9/2009 11:29:45 AM)
show user profile  Dejitarujin
Figured I'd check back to say, I found a similar combination of effects just with Falloff and Gradient Ramp that should work quite nicely (and in this particular case, look even more bizarre/awesome).

That said, Dub, I wouldn't mind if you did make something to do it - or, even better, provide tips/links to help me do it myself. You never know when such an effect may be needed again!
~~~
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 531 times
2/22/2009 2:44:15 AM (last edit: 2/22/2009 2:44:15 AM)
show user profile  Garp
Maybe I'm missing something but wouldn't a bunch of spots or omnis do the trick?






read 520 times
2/22/2009 3:50:52 AM (last edit: 2/22/2009 3:50:52 AM)
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