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equivalent of NVidia normal map plugin for photoshop, but for max?
show user profile  Garp
When I want to enhance some procedural bump, say a cellular map, I unwrap, render to texture, convert to normal map in photoshop with the nvidia plugin and bring it back in max.
It'd be great if there were a filter map, a bit like color correction, to do it directly in the material.

Does anybody know if such a plugin already exists?

read 688 times
10/12/2011 11:57:27 AM (last edit: 10/12/2011 11:57:27 AM)
show user profile  BishBashRoss
In before Garp makes an awesome plugin.

read 685 times
10/12/2011 12:03:10 PM (last edit: 10/12/2011 12:03:10 PM)
show user profile  Dave
Err... I've definitely seen something like this... the licensed version of nDo ... maybe. Imma go googles.

Nope... wasn't nDo. Oh well, I can't remember. Maybe it was all a dream?

"I flew over Egypt once"

read 677 times
10/12/2011 12:10:02 PM (last edit: 10/12/2011 12:12:12 PM)
show user profile  Nanne
It sure does:

Kristoffer Helander
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read 668 times
10/12/2011 12:30:16 PM (last edit: 10/12/2011 12:31:44 PM)
show user profile  Garp
Thanks Nanne, but I should have explained better. b2m is a great tool and I'm seriously considering buying it (for now I do it in mapzone).

What I'm looking for is something to make a normal map from a procedural map, not a bitmap. And on the fly in max's material editor, of course.
It could be that it's not even possible, I wouldn't know.
Since google didn't bring up anything, I wanted to check with mf's Universal Memory Bank.

read 644 times
10/12/2011 1:00:38 PM (last edit: 10/12/2011 1:00:38 PM)
show user profile  advance-software
the source code for max's normal mapping look up is in the sdk so go wild if you have some crazy extension you want to add.

read 641 times
10/12/2011 1:03:26 PM (last edit: 10/12/2011 1:06:27 PM)
show user profile  Garp
You mean in max's sdk?
Darn, I've spent half an hour searching the nvidia website to see if their source was available.

Thanks for the info!

read 633 times
10/12/2011 1:07:42 PM (last edit: 10/12/2011 1:07:42 PM)
show user profile  Nanne
Ow, it doesn't handle Procedural Maps? That's a bummer. I thought I read somewhere that it did... hm..

However; there is an option in Max's Material Editor to render out a Procedural Map to a bitmap, maybe that could offer you a workaround? I think it's loosing it's seamless tiling when rendered to a map but B2M fixes tiling automatically.

So it might work to:
1. Create a Procedural Map and render it to a bitmap.
2. Load that bitmap to the B2M node and make it tillable and generate normal maps from it.
3. Do the adjustments you see fit to the original Procedural and then re-render it.
4. Max should then automatically notice that the map has been altered and re-inport it to the B2M node, right?

You could give it a try, I don't have access to the B2M plug-in right now.

Kristoffer Helander
  :: Works ::   |  :: Resumé ::   |  :: Contact ::   |  :: CG Blog ::   |  :: Links ::     
read 620 times
10/12/2011 1:56:57 PM (last edit: 10/12/2011 2:14:37 PM)
show user profile  Garp
Rendering the bitmap directly is not a good idea. I render to texture instead.
And for the rest, it's not really faster than doing it as I said in the 1st post.

What I want is to adjust the noise size for example and see the result in the viewport.
It doesn't seem complicated to code but I might be overlooking something.
I'll give it a try when I'm back to programming.

read 607 times
10/12/2011 2:21:01 PM (last edit: 10/12/2011 2:21:01 PM)
show user profile  9krausec
Wow. I am blown away at both Bitmap2Material and mapzone.. I had no clue programs like these even existed! I never have been much for working with materials, but I think I am going to start using these programs in conjunction with 3ds..

So much to learn and so little time to do it in... Frusterating.

- Portfolio-

read 587 times
10/12/2011 5:03:42 PM (last edit: 10/12/2011 5:03:42 PM)
show user profile  Garp
I love mapzone :)

read 566 times
10/12/2011 10:32:26 PM (last edit: 10/12/2011 10:32:26 PM)
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