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UV Unwrapping and Procedural Mapping
show user profile  9krausec
So, I've always wondered this.. If I want to have a complex procedural material on various parts of an object, how do I do this with UV Unwrapping?

I can unwrap on object, paint on it, and build up from there, but I am looking for a way to direct where a material is placed on a mesh, not painting the base of it and then building from there..

For instance, it would be wonderful if you could unwrap an object, and paint black or white (material 1 or 2), and have that drive where the materials go. Is there such a thing?

The only other way I know how to put procedural materials directly is by using material id's, but I am don't think cutting into the mesh to separate materials is really justifiable.

Like the vray car paint for instance, how do I control where that goes on a mesh w/o putting it on everything if I wanted 2+ sections to be 2+ different colors?

or

I have 2+ regular vray materials, and I want them applied on 2+ different sections so I can easily control how they look and they color, w/o having to open up the UV Map in photoshop to do so?

Cheers, hope I went about explaining this correctly.




- Portfolio-




read 565 times
2/6/2012 6:32:12 PM (last edit: 2/6/2012 6:32:12 PM)
show user profile  herfst1
What about setting your material ID's then using multi/sub object material?
read 556 times
2/6/2012 7:07:52 PM (last edit: 2/6/2012 7:07:52 PM)
show user profile  9krausec
Yes, that would work, but that would also require me to cut into a mesh to create separation of the material (unless I am wrong). I am looking for a solution to lets say have a material division within the middle of a polygon face, not having things dictated by the edge of the polygon (Material ID's).





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read 551 times
2/6/2012 7:36:24 PM (last edit: 2/6/2012 7:36:24 PM)
show user profile  herfst1
Yeah, you're right about that. I used this technique to "paint" my BMW an it meant having my lines exactly where I needed them to create the orange strips, which was a bit of a bitch (but less time consuming than uvw unwrapping and photoshopping).
read 550 times
2/6/2012 7:48:02 PM (last edit: 2/6/2012 7:48:02 PM)
show user profile  9krausec
Yeah, it's a do-able work around, but there needs to be a more effective way. UV Unwrapping something has a lot of power under it's belt, and there should be someway to incorporate procedural maps to it giving you 100% control of what's going on.




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read 546 times
2/6/2012 7:53:19 PM (last edit: 2/6/2012 7:53:19 PM)
show user profile  herfst1
Well if you find the solution could you let me know. Would definitely be powerful knowledge.
read 544 times
2/6/2012 7:55:49 PM (last edit: 2/6/2012 7:55:49 PM)
show user profile  herfst1
Double post. Apologies.
read 544 times
2/6/2012 7:55:54 PM (last edit: 2/6/2012 7:56:18 PM)
show user profile  Mr_Stabby
i dont really understand what your problem is..? You can paint as many black/white or rgb or whatever maps as you want and use them as map masks or material masks, just note that if you blend any materials (instead of maps) certain more delicate features of MR will not work (displacement, light maps)

read 538 times
2/6/2012 9:08:13 PM (last edit: 2/6/2012 9:08:13 PM)
show user profile  9krausec
My problem is your face mr.Stabby (haha).

Okay, that makes sense (the masking bit). I'll check to make sure car paint has an opacity when I get homez.




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read 532 times
2/6/2012 9:27:36 PM (last edit: 2/6/2012 9:27:36 PM)
show user profile  9krausec
thanks Mr.Stabby.. It's been a long while since I have worked with materials, just getting me sea legs back I suppose.




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read 531 times
2/6/2012 9:28:02 PM (last edit: 2/6/2012 9:28:02 PM)
show user profile  BishBashRoss
you can use a blend material or composite/mix maps. Also you can use vertex paint to create your mask so you don't even have to unwrap. This has its limitations though.





read 529 times
2/6/2012 9:34:56 PM (last edit: 2/6/2012 9:34:56 PM)
show user profile  9krausec
Hey guys! Back again!... Decided to uproot an older thread to ask a question. I am rough when it comes to texturing of any sort, but I realize that I need to get this stuff down if I am going to not suck.

So, below is a jing about how I am going about Unwrapping my car. If this is the only/right way, then so-be-it, but would any of you recommend any better way to unwrap and stitch together a hard surface model?

I am doing this for the car because I am going to want to photoshop some dust and crap on the car for realism, so I figured I'd unwrap all the main components of the car (most noticeable).

Thanks for any help/suggestions
















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read 470 times
3/9/2012 3:27:25 PM (last edit: 3/9/2012 3:27:25 PM)
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