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Find edges / Clamped AO
show user profile  Aurel
Hello again! What would I do without this wonderful forum?

So, I'm trying to figure out how to procedurally find edges in a mesh using 3DsMax materials. I found this wonderful tutorial, but the guy doesn't go into much detail.

Basically he says he's using clamped real-time ambient occlusion to find edges and switch to a dirt pass in those areas. Also, he's using V-ray, which I do not have.

Any ideas how to do this? I'm always looking for ways to add detail procedurally because of the limited time I have to work on each scene, and often due to the scale of some scenes (like space-stations, cities, ect), so any other tips are welcome.

The tutorial:http://www.3dtotal.com/index_tutorial_detailed.php?id=1606&catDisplay=1&roPos=1&page=2#.UYFZrsq2XMt

Thanks!
read 545 times
5/1/2013 8:10:57 PM (last edit: 5/1/2013 8:10:57 PM)
show user profile  Nik Clark
http://www.scriptspot.com/3ds-max/scripts/edgefinder

Not sure if this will help.




read 531 times
5/1/2013 8:25:39 PM (last edit: 5/1/2013 8:25:39 PM)
show user profile  9krausec
Nice post Nik! That script looks awesome! Almost the exact opposite of vray dirt.




- Portfolio-




read 521 times
5/1/2013 8:44:10 PM (last edit: 5/1/2013 8:44:10 PM)
show user profile  Aurel
It is a bit messy, but better than nothing! Also, that guy has some other really cool scripts. Thanks! I am still looking for a way to do this within the material editor (no texture overhead) if anyone knows.
read 518 times
5/1/2013 8:45:33 PM (last edit: 5/1/2013 8:45:33 PM)
show user profile  FX
Nice effect, I still think 3dTotal should look up the definition of "tutorial" sometimes ;)



read 510 times
5/1/2013 9:16:56 PM (last edit: 5/1/2013 9:16:56 PM)
show user profile  LionDebt
Nice Nik, that script is awesome! Thx... We've been looking for something to parametrically add dirt/rust/details to a lot of our objects in scene - particularly where geometry is simple but textures complex - that might just do it!
read 486 times
5/2/2013 1:16:00 PM (last edit: 5/2/2013 1:16:00 PM)
show user profile  Aurel
I'd love to see/hear about how it works for some of you guys. I've had mixed results. I ran it on the model that got me going on this quest and it tied up the computer for about 3 hours before I gave up and closed it.

For simpler models it seems to be a good solution though.
read 465 times
5/3/2013 11:15:14 PM (last edit: 5/3/2013 11:15:14 PM)
show user profile  LionDebt
Yeah, it's not the most optimised piece of kit, I tried it on heavily subdivided and tesselated greebles with long-ish wait times. Not unreasonable however.

But for generating edge maps of low poly assets it's pretty damn cool!
read 460 times
5/3/2013 11:54:08 PM (last edit: 5/3/2013 11:54:08 PM)
show user profile  donvella
> Nice post Nik! That script looks awesome! Almost the exact opposite of vray dirt.

Inverting the normal in vray dirt settings give you this effect
http://www.spot3d.com/vray/help/200R1/examples_vraydirt.htm




read 449 times
5/4/2013 2:48:24 AM (last edit: 5/4/2013 2:48:24 AM)
show user profile  9krausec
Shut up donvella... Stop stealing my thunder you ass hat... haha (I only kid, you aren't an ass hat).

and good point.




- Portfolio-




read 445 times
5/4/2013 2:53:16 AM (last edit: 5/4/2013 2:53:16 AM)
show user profile  donvella
:)




read 439 times
5/4/2013 3:34:24 AM (last edit: 5/4/2013 3:34:24 AM)
show user profile  LionDebt
Both of you shut up. Stop rubbing it in. I ain't gots no vRay. In the gheetoooo.
read 427 times
5/4/2013 1:41:50 PM (last edit: 5/4/2013 1:41:50 PM)
show user profile  digital3ds
not sure if this will help you, I've had it in my bookmarks for ages and forgot about until I saw that script link Nik posted

http://www.neilblevins.com/cg_education/vertex_map_wear/vertex_map_wear.htm

Just re-read through it and notices he uses a script too 8 /
- Mike Sawicki




read 422 times
5/4/2013 2:18:00 PM (last edit: 5/4/2013 2:21:11 PM)
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