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Found 2 results

  1. Hi guys, I'm desperate for some help, I've been struggling with this one for ages now. I am a relative newbie though, so forgive me if this question is basic... I have got one single material atlas group that I have downloaded from Megascans. I have brought it into 3ds Max and have created multiple planes which have the individual plant components on them but using one single material and uvw map. However, I don't know how to edit it so I can have a multi sub-object material that can be applied to the growfx plant, because everything is created from one material and UVW. How do I get around this so that the materials will work for each element of the growfx plant (stem, leaves and flower)? Maybe it's more of a material creation question, but I have no idea where to go from having created the separate plane geometry using the one single uvw. Please help before I lose all my hair! :) Thanks in advance!
  2. Hi Eduard, After some recent R&D work to try & achieve more realism, I found that lots of texture variation was very important. Although it's easy to get variation in the geometry with GrowFX, I found that the UV mapping & texture tools could benifit from a new texture-atlas feature that would help get lots of texture variation quickly & easily. The problem is that if you have a lot of different bitmaps for variation then you need to have lots of unique materials which is really slow to tweak/change anything. It would be great to have a feature that automatically chopped the bitmap into into individual crops based on user input. That way you could instantly have a huge amount of variation quickly and easily, with only one material to tweak/change. I know the GrowFX Multimap does this to some degree but you still need to load each map individually. I think it would be more ideal to have the process Automatic, especially if you have 20+ different leaves. I have made an image to explain my idea better [Please see attached] Thanks Jamie
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