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Steve's max standard material questions ...
show user profile  advance-software
First one :

If I create a std material, set a self illumination colour (say red), drop diffuse, ambient & spec. down to black & apply to an object, the object renders red (as expected).

However, if I apply a white map in the self illumination slot, the map isn't modulated by the red ?

How do I modulate the self illum map by the self illum colour ?
read 609 times
6/7/2010 4:54:00 PM (last edit: 6/7/2010 4:54:00 PM)
show user profile  Nik Clark
I don't understand what you are trying to achieve.



read 593 times
6/7/2010 5:02:54 PM (last edit: 6/7/2010 5:02:54 PM)
show user profile  advance-software
White cross (bitmap - in self illum slot) * red self illum colour = red self illuminated cross.

(for infinity stop UI button).

I don't need this to work with the max renderer as we have our own viewport shaders that can do this, but it'd be nice to be able to run off a render once in a while.
read 589 times
6/7/2010 5:04:32 PM (last edit: 6/7/2010 5:06:14 PM)
show user profile  Joey Parker Jr.
Not sure I understand either.
Maybe put the white cross in the opacity slot?

EDIT: instead?
 photo 2012-sig_small3_zpsbd114b69.png

read 582 times
6/7/2010 5:06:46 PM (last edit: 6/7/2010 5:07:13 PM)
show user profile  advance-software
I put the cross in the opacity slot too so that the outside of the cross is transparent (the map has an alpha channel), but I missed that out of the description to simplify. I get how to do the transparency.

I have a white cross (with an alpha channel). I want to modulate it to make it red.

If it was in the diffuse slot, I could do this by changing the diffuse colour.

In the self illum slot, I can't do this by changing the self illum colour ?


read 575 times
6/7/2010 5:11:57 PM (last edit: 6/8/2010 12:02:47 PM)
show user profile  Garp
So you want the white cross to appear red (self-illum).
And you want the rest (outside the cross) to be:
- black?
- transparent?
- red but not self-illum?
- self-illum but not red?
- other?

I'm confused.




read 555 times
6/7/2010 11:19:11 PM (last edit: 6/7/2010 11:19:11 PM)
show user profile  mattymoose
I can't say I understand what is going on here, but if you make the cross red in the image, and make self-illumination color red, I believe the end result will be what you are looking for.
Congratulations on what is quite possibly your first on-topic post in this forum, by the way!


read 534 times
6/8/2010 12:38:28 AM (last edit: 6/8/2010 12:43:25 AM)
show user profile  advance-software
> if you make the cross red in the image, and make self-illumination color red, I believe the end result will be what you are looking for.

Well, you'd think so Matt, wouldn't you, but apparently not.

Putting the self illium map in the opacity slot only seems to work if the map doesn't have an alpha channel. If it does the behaviour changes & the map is grey scaled then modulated.

read 511 times
6/8/2010 10:14:27 AM (last edit: 6/8/2010 10:50:37 AM)
show user profile  advance-software

with red self illum colour should result in the map being tinted red i.e. 1 & 4 both red.

I want the alpha channel to be used as destination alpha as above.

Can this be done using standard materials ?

If not, what's the recommended alternative ?
read 496 times
6/8/2010 10:36:23 AM (last edit: 6/8/2010 10:40:21 AM)
show user profile  ScotlandDave
Based on what it says in max help it`s as follows. If a colour (in the swatch) is used as self illum, the diffuse will be affected by the colour.

Otherwise, if a bitmap or the 0-100 spinner is used, the diffuse colour will be brightened darkened in appearance based on a grayscale interpretation of the bitmap or 0-100 grey/black for the spinner.

So if u want ur cross red, make diffuse red and apply a black/white cross to the self illum slot.


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read 475 times
6/8/2010 11:09:40 AM (last edit: 6/8/2010 11:09:40 AM)
show user profile  advance-software
Tried that, doesn't work.

I want this :



Thats running the configuration described above through Infinity Shader in the viewport.

Note how the blue & green end up black because

green * red = black.
Mathematically: (0,1,0) * (1,0,0) = (0,0,0)

blue * red = black.
Mathematically: (0,0,1) * (1,0,0) = (0,0,0)


Your suggestion renders as follows, Dave :




... which appears to be grey scaling the self illum map & using it as a diffuse texture. (didn't bother setting up the opacity)

I also tried a MR Arch Material. Fail. This is one of the most basic shader configurations ... max can't do it ?!
read 469 times
6/8/2010 11:17:21 AM (last edit: 6/8/2010 11:46:56 AM)
show user profile  ScotlandDave
It appears to be mixing the colour but not specifically multiplying it, I think if u want the effect of multiplying in this case you`d make black and white version of your grid and apply it to self illum.

[edit] actually scrap that, u`v not used the map in the diffuse like i thought u meant. When i put ur png into the self illumination slot with just black diffuse, i get the map (including colours) rendering to the object, which is contrary to what the help says unless i`m mistaken..

Another thing to note is in the help it says `To make a material both self-illuminating and transparent, use the Additive transparency type in combination with self-illumination. See Extended Parameters.` Not sure how that affects ur real time stuff..


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read 446 times
6/8/2010 11:35:14 AM (last edit: 6/8/2010 11:41:23 AM)
show user profile  advance-software
I don't want to make a black & white version of the map, I want to multiply the one I have. Grey scale isn't always required.

Additive is not the same as translucency. You use different blending types depending on the effect required.

Seems like max materials can't do this, which is disappointing.

Can this be done in vray ? (I've never installed it as I've never needed it for anything).

Can vray materials access the DirectX manager ?

> Not sure how that affects ur real time stuff..

We support self-illum with or without modulation tint, with or without translucency or additive blending like wot max should.

I would guess the behaviour of Infinity Shader could be replicated in MR using MetaSL, as surely that's the point of shading languages. I think that's a job for another day as I'm in danger of running off on a long, unnecessary tangent. Our stuff works as it should. Maybe max materials are more limited.
read 443 times
6/8/2010 11:43:50 AM (last edit: 6/8/2010 12:05:14 PM)
show user profile  Herbie
Not sure if this is what you're looking for.. but here's my shot at it..
You're going to need 2 copies of your map.. one regular, one for the alpha.

For the alpha one.. under the bitmap parameters, in the RGB Channel Output, change it to Alpha as Gray. Using your test png it should look like a white square with a black dot in the center.

For the diffuse, select RGB Tint and assign your test png to the map slot. Change green and blue both to black.

Crank Self-Illumination up to 100 and instance the diffuse to that slot.

...hopefully that's what you were after?
read 420 times
6/8/2010 12:32:02 PM (last edit: 6/8/2010 12:32:02 PM)
show user profile  Sir_Manfred
At first it sounded to me like you wanted to use the bitmap as a mask to only have a red self illuminated cross and the rest of the object black. But then as I kept reading the thread things got way too confusing and weird so I got scared and ran off.



Visit my Portfolio
http://www.Freds3D.com

read 414 times
6/8/2010 12:39:08 PM (last edit: 6/8/2010 12:39:08 PM)
 
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