misters Posted February 2, 2015 Report Share Posted February 2, 2015 A cool feature for growFX would be to add a few features to the UVW mapping. A feature to randomise the UVW Xform offset per leaf would be handy, and a way to set 'increments'. Example, each leaf would have a different UV offset, offset by an increment of 0.2. Benefits: - you could either save different leaf variations within a single map. - Free up vertex colouring to use for other effects - I have used different RGB vertex channelsfor different effects which is also good. - adds another method to get variation Quote Link to comment Share on other sites More sharing options...
GrowFxUser Posted February 3, 2015 Report Share Posted February 3, 2015 Hi there, I guess it depends on the application that you are using it for. There's a couple of scripts in scriptspot that do the same thing. I cannot remember their name right now, but you should be able to find them easily. All you need to do is to have an editable poly on top of your modifier stack and select the leaves ID and then run the script. It'll randomize them by an offset that you specify. Also it'll put them in a modifier, so if you didn't want the randomization you can just delete the modifier. I'll definitely write back here if I found the script's name. Quote Link to comment Share on other sites More sharing options...
Eduard Posted February 3, 2015 Report Share Posted February 3, 2015 Hi misters, Ok, we'll think about how to implement it... I tried to add an Affect on the Leaves mesh -> UVW U-Coords: Offset from the Parameter: Path position, but this way is not suitable, because leaves sometimes gets between textures... Thanks! Quote Link to comment Share on other sites More sharing options...
Eduard Posted February 3, 2015 Report Share Posted February 3, 2015 Hi misters, The vertex color map mainly uses the Map Channel = 0. Maybe we can just add support for other channels? Then you can configure 2 or more channels in the Vertex color settings... Please look at my screenshot, there is shown that the MapChannel=0 is used for Vertex color, MapChannel=1 is used for materials and textures, MapChannel=2 and more are not used by default. And if we implement this feature, you can adjust the MapChannel=0 for your other effects, and MapChannel=2 for customization and offset your texture maps, for example... Cheers Quote Link to comment Share on other sites More sharing options...
GrowFxUser Posted February 3, 2015 Report Share Posted February 3, 2015 Hey Eduard, While we are at this discussion, is there a possibility of having a second UV set. As in most trees and plants we have a different texture as the beginning of the trunk and the rest of the trunk would be a repeating texture. Thanks Quote Link to comment Share on other sites More sharing options...
Eduard Posted February 3, 2015 Report Share Posted February 3, 2015 While we are at this discussion, is there a possibility of having a second UV set. As in most trees and plants we have a different texture as the beginning of the trunk and the rest of the trunk would be a repeating texture. Yes, we're also planning to add support the multiple channels for UVW Mapping. Thanks! Quote Link to comment Share on other sites More sharing options...
doncht Posted July 21, 2015 Report Share Posted July 21, 2015 Thank you for the confirmation! Giving the a +1. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.