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Hi Eduard, Hope you're well, I have been doing a lot of research again lately & I have come across an issue that I am trying to solve. I have used a UV unwrapped mesh for the trunk & would like to put a tileable bitmap inside the Trunk texture for the GrowFX cylinder mesh to use. Is there a way to get the cylinder mesh to use just a certain part of a bitmap?? I have tried using the tile & offset value of the cylinder mesh but I can't seem to get it right, probably because my maths is really terrible. My tileable section of the bitmap is exactly 25% the width of the entire bitmap. I was thinking it would be great to have the bitmap crop tool for the cylinder mesh as an option in the future This would be a really great thing to achieve as it can make using the tree materials much quicker as there would only be one material instead of 2 or more. I have attached an image to help explain. Thanks for your time Jamie
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