小饰X
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Plants Library
Posts posted by 小饰X
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7 分钟前,Miroslav Kovac 说:
你好,干得好,我最喜欢百合花 正如您所说,植物的建模细节和结构非常重要,但是完美的纹理和高质量的贴图是逼真的感觉的关键,继续练习,期待看到您的其他作品,祝您有美好的一天。
Thank you for your review! Make progress together!
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The creation of the model is very important, but the material is still the most important performance component.
Thank you all in advance here
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1 minute ago, Eduard said:
okay, thank you
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2 分钟前,Eduard 说:
Ok, will it be released with the frost shader?
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Hello, Edward, the latest version of 3d max 2024 was released a few days ago. I hope to add support for its version as soon as possible!
Thank you very much! -
Thank you for your efforts!
I hope it can be released before May, as my maintenance will expire in May! -
Excellent!
Is the frost shader still under development?
Will it be released in the future? -
Excellent
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It seems that I asked too many questions. I just published my ideas, that's all
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What is the rendering effect of snow?
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Is there any curve node to adjust the density of snow? For example, the density of snow gradually decreases from top to bottom
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Can the distribution of snow be adjusted through curve nodes? For example, I want snow to appear only at the top of the tree, not at the bottom of the tree?
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In addition, the shape of snow on the branches seems to be very simple. In reality, the shape of snow is actually random
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If I only want snow to appear on the primary trunk, or just want snow to appear on the leaves, or just want snow to appear on the fruit, can I customize its position like this?
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It looks like a good new way to play!
But I don't understand why it is adjusted on the right panel! It looks so rigid!
Why not put it in the node editor? -
于 2/20/2023 于 02:46, mentor 说:
主要问题不在于材料,而在于整个工作流程。 是的,Speedtree 在这种情况下更先进,它可以进行复杂的形状混合而没有可见的接缝。 我的意思是树干和树枝之间的混合。 它不是像 metamesh 生成的 1 个焊接网格,而是 2 个不同网格的混合,但具有调整的法线和平滑组,这就是为什么你看不到 2 个网格之间的边界,因为分支法线与交叉区域中的主干法线相同。 SpeedTree 还可以在两种材质之间进行不透明度混合,并且您看不到树枝和树皮材质之间的硬边。
SpeedTree 广泛使用 3d 扫描几何体,并提供程序树干与 3d 扫描的自动混合,并在材料之间平滑混合,没有可见接缝。是的,我们需要 GrowFX 中的此类功能以及快速元网格。 我找到了一些关于如何在 GPU 上制作像 Metamesh 这样的实体网格的算法的好论文。 很快就会把它寄给爱德华。
Metamesh 非常非常慢并且在 1 个 CPU 核心上计算......此外,我认为我们需要一些新的网格特征,如布尔 + 细分,以制作快速且美观的实体网格。 但是,如果您需要树皮和树枝之间的平滑过渡,我们需要在交叉区域中使用统一顶点法线的单独网格。不管怎样,即使现在你也能做出这样好看的结果I hope that the results can be realized in the near future. I think that now GrowFX needs to add some new functions to achieve better results!
However, I can't see any action. Many things have not been realized for many years!Just a simple idea!
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I hope to develop an independent node for material production!
Although I know it is impossible -
When you want to achieve such trunk material, it will be much more difficult!
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However, You will find that speedtree is much better in material mapping, including color, normals, bumps, transparency, reflection, roughness, and displacement. If you want to use vray or SUBSTANCE 3D Painter, the same is true. But here is an important point. You need to spend more time learning a new software! Sometimes even the effect is not ideal!
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Now, you may want to use the substance 3D Designer or substance 3D painter!
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So you have to use the material editor provided by 3d max to make material maps, or use vray
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I don't know if anyone is like me! After you have created a GrowFX plant, when you want to add material texture, you must always carry out complicated material processing!
GrowFX is only used as a 3d max plug-in to create plants from the beginning, but there is no independent material or map node!
Just some exercises, all completed by GrowFX
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camellia