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    <title>topic Re: Material - Can anyone figure out how they did this? in 3ds Max Forum</title>
    <link>https://forums.autodesk.com/t5/3ds-max-forum/material-can-anyone-figure-out-how-they-did-this/m-p/7246269#M56011</link>
    <description>&lt;P&gt;Ok, best method to make this in my opinion:&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;1) UV map whole object at once, top down with a square mapping. &amp;nbsp;It's full of separated elements on the model level so each will be it's own island. &amp;nbsp;&lt;/P&gt;
&lt;P&gt;2) Scale the mapping to the right size for the texture in the UV Mapping modifier.&lt;/P&gt;
&lt;P&gt;3) Randomize UV Island placement in the unwrap using a script, plugin, utility, casting of bones, whatever. &amp;nbsp;Maybe randomize rotations on them in 90 degree increments too for extra umph. &amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;1 Texture and 1 material. &amp;nbsp;&lt;span class="lia-unicode-emoji" title=":slightly_smiling_face:"&gt;🙂&lt;/span&gt;&lt;BR /&gt;&lt;BR /&gt;Best Regards,&lt;/P&gt;</description>
    <pubDate>Fri, 21 Jul 2017 22:13:35 GMT</pubDate>
    <dc:creator>Alfred.DeFlaminis</dc:creator>
    <dc:date>2017-07-21T22:13:35Z</dc:date>
    <item>
      <title>Material - Can anyone figure out how they did this?</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/material-can-anyone-figure-out-how-they-did-this/m-p/7245548#M56006</link>
      <description>&lt;P&gt;Hi,&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;I'm trying to work out how this was made. It's a stretch of concrete tiles, applied to a box that has been edited with an edit poly modifier. How did they get the random tiling of the material without using material #IDs, using a single material and no UVW mapping?&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;The material is a VrayMtl, but that's not really the important part (I think?)&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;There is something done to the box with the Edit Poly modifier that I can't figure out.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Fri, 21 Jul 2017 16:29:48 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/material-can-anyone-figure-out-how-they-did-this/m-p/7245548#M56006</guid>
      <dc:creator>darawork</dc:creator>
      <dc:date>2017-07-21T16:29:48Z</dc:date>
    </item>
    <item>
      <title>Re: Material - Can anyone figure out how they did this?</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/material-can-anyone-figure-out-how-they-did-this/m-p/7245956#M56007</link>
      <description>&lt;P&gt;Why you say "no UVs"? All tiles UVs has random position and rotation over one bitmap.&lt;/P&gt;</description>
      <pubDate>Fri, 21 Jul 2017 19:05:35 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/material-can-anyone-figure-out-how-they-did-this/m-p/7245956#M56007</guid>
      <dc:creator>RGhost77</dc:creator>
      <dc:date>2017-07-21T19:05:35Z</dc:date>
    </item>
    <item>
      <title>Re: Material - Can anyone figure out how they did this?</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/material-can-anyone-figure-out-how-they-did-this/m-p/7246051#M56008</link>
      <description>&lt;P&gt;Thanks for the reply, but all I can see is a collapsed stack.&lt;BR /&gt;Can you see the UVWs somewhere else, in the Edit-Poly Modifier?&lt;BR /&gt;Everything has an #ID of 3 in materials.&lt;BR /&gt;&lt;BR /&gt;Enlighten me.&lt;BR /&gt;With pictures.&lt;BR /&gt;&lt;BR /&gt;I've only been using vRay for around two months.&lt;BR /&gt;I was with iRay before. And besides that, I haven't learnt the full interface yet.&lt;BR /&gt;Albeit twenty something years&amp;nbsp;since I 1st launched.&lt;BR /&gt;&lt;BR /&gt;And the attached material scene is some godlike low-poly texturing.&lt;BR /&gt;I am honestly intrigued.&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Fri, 21 Jul 2017 19:56:43 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/material-can-anyone-figure-out-how-they-did-this/m-p/7246051#M56008</guid>
      <dc:creator>darawork</dc:creator>
      <dc:date>2017-07-21T19:56:43Z</dc:date>
    </item>
    <item>
      <title>Re: Material - Can anyone figure out how they did this?</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/material-can-anyone-figure-out-how-they-did-this/m-p/7246258#M56009</link>
      <description>&lt;P&gt;Hello&amp;nbsp;&lt;a href="https://forums.autodesk.com/t5/user/viewprofilepage/user-id/10927"&gt;@darawork&lt;/a&gt;,&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Each face has a randomized UV space in the unwrap. &amp;nbsp;If you put an unwrap on it, it's a solid mass of overlapping UV islands. &amp;nbsp;My guess is that faces were selected at random and a mapping was applied, then those faces hidden after a stack collapse. &amp;nbsp;Then, select faces at random and another UV mapping. &amp;nbsp;Collapse, hide, select, map... etc. &amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Or, each face had it's own mapping (UV Map set to face maybe) then they were packed and then randomized with a script or utility in the 1:1 Uv square. &amp;nbsp;This whole trick is just overlapping uvs, imho. &amp;nbsp;Old school games trick. &amp;nbsp;Because the small square mappings are randomly placed, it looks like a random pattern. &amp;nbsp;The work here is randomizing them in the 1:1 square. &amp;nbsp;Honestly a script could do it in a second, but I don't know of one off hand. &amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Another method with Vray would be to use a couple different textures and a&amp;nbsp;Multisubtex. &amp;nbsp;Or the same texture but rotated 4 different directions with Multisubtex. &amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;EDIT: Clarity.&lt;/P&gt;
&lt;P&gt;&lt;BR /&gt;Best Regards,&lt;/P&gt;</description>
      <pubDate>Fri, 21 Jul 2017 21:56:20 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/material-can-anyone-figure-out-how-they-did-this/m-p/7246258#M56009</guid>
      <dc:creator>Alfred.DeFlaminis</dc:creator>
      <dc:date>2017-07-21T21:56:20Z</dc:date>
    </item>
    <item>
      <title>Re: Material - Can anyone figure out how they did this?</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/material-can-anyone-figure-out-how-they-did-this/m-p/7246268#M56010</link>
      <description>/Goes for a wander over on Scritspot. Nice weather for it. As I thought, collapsed stack stuff. Prescription.</description>
      <pubDate>Fri, 21 Jul 2017 21:58:13 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/material-can-anyone-figure-out-how-they-did-this/m-p/7246268#M56010</guid>
      <dc:creator>darawork</dc:creator>
      <dc:date>2017-07-21T21:58:13Z</dc:date>
    </item>
    <item>
      <title>Re: Material - Can anyone figure out how they did this?</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/material-can-anyone-figure-out-how-they-did-this/m-p/7246269#M56011</link>
      <description>&lt;P&gt;Ok, best method to make this in my opinion:&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;1) UV map whole object at once, top down with a square mapping. &amp;nbsp;It's full of separated elements on the model level so each will be it's own island. &amp;nbsp;&lt;/P&gt;
&lt;P&gt;2) Scale the mapping to the right size for the texture in the UV Mapping modifier.&lt;/P&gt;
&lt;P&gt;3) Randomize UV Island placement in the unwrap using a script, plugin, utility, casting of bones, whatever. &amp;nbsp;Maybe randomize rotations on them in 90 degree increments too for extra umph. &amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;1 Texture and 1 material. &amp;nbsp;&lt;span class="lia-unicode-emoji" title=":slightly_smiling_face:"&gt;🙂&lt;/span&gt;&lt;BR /&gt;&lt;BR /&gt;Best Regards,&lt;/P&gt;</description>
      <pubDate>Fri, 21 Jul 2017 22:13:35 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/material-can-anyone-figure-out-how-they-did-this/m-p/7246269#M56011</guid>
      <dc:creator>Alfred.DeFlaminis</dc:creator>
      <dc:date>2017-07-21T22:13:35Z</dc:date>
    </item>
    <item>
      <title>Re: Material - Can anyone figure out how they did this?</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/material-can-anyone-figure-out-how-they-did-this/m-p/7246286#M56012</link>
      <description>&lt;P&gt;How I'd approach it: &amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;1) UV map whole object at once, top down with a square mapping. &amp;nbsp;It's full of separated elements on the model level so each will be its own island. &amp;nbsp;&lt;/P&gt;
&lt;P&gt;2) Scale the mapping to the right size for the texture in the UV Mapping modifier.&lt;/P&gt;
&lt;P&gt;3) Randomize UV Island placement in the unwrap using a script, plugin, utility, casting of bones, whatever. &amp;nbsp;Maybe randomize rotations on them in 90 degree increments too for extra umph. &amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;If I wanted to really show off implementing this in a project with outdoor hand laid bricks I might do the following in addition:&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;4) Detach all the squares to separate elements. &amp;nbsp;(I use the subdivision reversion script, it has a detach function I use for all kinds of things but there are free scripts out there too.)&lt;/P&gt;
&lt;P&gt;5) Fire up Soulburn scripts and use the transform randomizer to rotate each script a degree or two in random xyz, or the Edit-&amp;gt;Transform Toolbox in Max.&lt;/P&gt;
&lt;P&gt;6) Reattach them all. &amp;nbsp;Reflections will look less uniform now because the angles are slightly different. &amp;nbsp;I try not to overdo it, but a little bit goes a long way.&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;I used it in a &lt;A href="http://www.diffus3d.com/#/matviz/" target="_blank"&gt;simple project&lt;/A&gt; I did for a friend who was visualizing some tiles for a candy shop he was designing. &amp;nbsp;(Along with the UV trick above.) &amp;nbsp;You can see the somewhat broken reflections at the various tile intersections. &amp;nbsp;I rotated some of the UV's island 90 degrees for extra randomization. &amp;nbsp;(I'll edit my post above to add that.) &amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;EDIT: Grammar. &amp;nbsp;I got excited there, man I love rendering. &amp;nbsp;Also added steps from previous post.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Best Regards,&lt;/P&gt;</description>
      <pubDate>Fri, 21 Jul 2017 22:23:57 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/material-can-anyone-figure-out-how-they-did-this/m-p/7246286#M56012</guid>
      <dc:creator>Alfred.DeFlaminis</dc:creator>
      <dc:date>2017-07-21T22:23:57Z</dc:date>
    </item>
    <item>
      <title>Re: Material - Can anyone figure out how they did this?</title>
      <link>https://forums.autodesk.com/t5/3ds-max-forum/material-can-anyone-figure-out-how-they-did-this/m-p/7246299#M56013</link>
      <description>Preliminary solution accepted. &lt;BR /&gt;Until Max reboots. &lt;span class="lia-unicode-emoji" title=":grinning_face_with_big_eyes:"&gt;😃&lt;/span&gt;</description>
      <pubDate>Fri, 21 Jul 2017 22:20:31 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-forum/material-can-anyone-figure-out-how-they-did-this/m-p/7246299#M56013</guid>
      <dc:creator>darawork</dc:creator>
      <dc:date>2017-07-21T22:20:31Z</dc:date>
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