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Seamless Landscape`
show user profile  cbflex
How do you create a texture map for a landscape? Say I just modelled a mountain and valley without grass, trees, plants, rocks, boulders, or anything else. So it's just the model of the mountain. How do I make a texture map for the landscape that doesn't repeat? I feel like for something that big, this is pretty inevitable.
I was playing Skyrim and I noticed at some parts fo the game, you can see the repeating tiles on the landscape, had it not been covered everywhere with random trees and other details, it would look totally ridiculous.
read 1844 times
7/6/2012 4:07:25 PM (last edit: 7/6/2012 4:07:25 PM)
show user profile  Paunescudanutz
Yes, things repeat!
Now the QUESTION: What is it used for?
If its for real-time usage like a videogame, then you are pretty much stuck with it, even so you can hide the tiling, by combining multiple textures, but you are not always allowed to use a lot of textures so it depends.
If its for a pre-rendered movie/shot than you can basically use as many textures as necessary.

You can use small textures that repeat a lot, for nice detail when viewed up close and you can use larger textures that repeat less and blend them with the small ones to break up the tiling.

Edit: if your mountain is viewed from a distance ONLY you can use just 1 texture, and not tile it at all, just paint the detail you need on it.
Edit2: i too noticed the tiling issues in Skyrim.
An important aspect here is the texture itself

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<---~( Daniel )~--->


read 1828 times
7/6/2012 4:35:34 PM (last edit: 7/6/2012 4:40:30 PM)
show user profile  cbflex
Thanks for the reply, very interesting and good idea.
Now exactly, how would you set it in Max to choose which texture to use based on Camera distance?
Maybe like a falloff map? Would it blend well or look ridiculous? I tried something like that before and I couldn't get a nice blend at all. If anything it was kinda sharp and looked ridiculous.
When I used the blend, what I was doing was creating the planet Saturn.
I used a Falloff map to calculate for me whether or not to show individual little rocks floating around, or simply a texture map of the rings, depending on how close you are to the rings.
And I spent a lot of time trying to make it blend and everything, and it didn't look too great.

I was thinking of using Vue 10.5 Xstream. It looks like an amazing piece of technology. But after looking at the overview of it, I'm left confused with what program is more physically accurate and how they're different. Is Vray better or is Vue? I know that Vue is capable of handling so many billions of polygons of plants, but also now I'm left with questions like how does it handle all the textures i build in max? I feel like the integration with max is not really well done and is mainly used as an external software for just landscapes.
read 1808 times
7/6/2012 5:19:36 PM (last edit: 7/6/2012 5:19:36 PM)
show user profile  digital3ds
Vue would deff be the way to go.. I just did a pretty large landscape and I used mudbox to paint the base texture, and photoshop to fix it up - using a 8192x8192 texture map.... u could even go higher if need b --- This is from max, not vue

Model th landscape, unwrap uvs, paint it up

*** The 'islands' (or main pieces of land) in the foreground have their own uvs per landscape @ 4096 i think? The The part between the mountains and the end of the trees is a repeating 1024
- Mike Sawicki




read 1787 times
7/6/2012 9:21:03 PM (last edit: 7/6/2012 9:26:13 PM)
show user profile  advance-software
8k maps ouch.

can optimize that by blending a number of tilable maps together using vertex colour as the blend factor between the maps.

dropping this down again too as relevent. http://maxforums.org/threads/discovered_tiling_textures_variation/0001.aspx

read 1780 times
7/6/2012 9:31:18 PM (last edit: 7/6/2012 9:32:16 PM)
show user profile  cbflex
So... technically, couldn't i get a texture, tile it while keeping it somewhat seamless, and then add another layer on top thats dirt or whatever?
So I could get a grass texture, make it seamless. Get another grass texture and make it seamless also, with some fall off on the edges, make a dirt and dead grass texture at certain parts of the map, and then simply put the 2nd grass layer and the dirt layer on at random polygons, giving the 1st layer the illusion that it's not repeating?
I wish they would just make procedural texutres on everything... Is it too much to ask for? lol
There's a mathematical equation to all life.

If I just go with vue, I'm not exactly sure how that works. I guess i should play with it, but how do the vray materials work in it? Or vray lights? Is it better to use Vue in Max or in the standalone?
How do skin shaders in vray move to Vue? Is Vue more physically accurate?
Why can't we just take the procedural textures from Vue and move them into max?
How do I animate my characters in Vue so that their walk cycle doesn't cause them to walk into objects created in Vue?
I think Vue looks absolutely stunning, and the render times are absolutely insane. It reminds me of Unlimited Detail Tech (that'll never come out haha). But, my only problem with it is how I can work in both? What if I want to modify the model of my character or the vray texture? How compatible is it to Max Vray?
read 1731 times
7/8/2012 2:02:05 AM (last edit: 7/8/2012 2:02:05 AM)
show user profile  advance-software
first paragraph.

yes. vertex colour blending gives you more control over that because you can feather off the contribution of the various maps so you don't get hard polygon edges on your layers.

another way would be a low resolution mix map - bascially a mask saying where each tiled texture is present & its weighting. advantage: can blend across uv space so not limited to defining at poly edges. downside: extra vmem required for the mask (for real-time - might not be an issue, depends what you're doing). you need a shader that understands how to do this. no idea if max has anything built in like that.

2nd para - no vue experience so can't comment. Unlimited Detail is still in R&D as far as I can see. complicated shit takes time. patience.
read 1716 times
7/8/2012 9:53:35 AM (last edit: 7/8/2012 5:06:07 PM)
show user profile  cbflex
Thanls, thats some really good advice...
read 1691 times
7/8/2012 5:46:05 PM (last edit: 7/8/2012 5:46:05 PM)
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