Author Topic: CoronaMultiMap additional color randomization  (Read 2712 times)

2015-03-08, 11:19:55

romullus

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Corona MultiMap needs some advanced texmap variation controls. Ability to randomize HSV like in MultiTexture map, would be awesome.
« Last Edit: 2015-10-19, 23:20:04 by Ondra »
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2015-03-08, 19:58:37
Reply #1

Ludvik Koutny

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I don't think there is any need to make monster out of multimap. It should be kept simple as the rest of corona, and instead it should be fixed to work correctly.

Right now, blending is done per channel, which is wrong. Once it's fixed and blending is done in HSV space, then you will be able to randomize hue this way:

- Set item count to 3
- Make item colors R, G and B
- set mode to Instance
- then if you render, you will get entire hue gradient.
- then you will plug your (for example leaf) texture into CoronaMix as bottom map
- plug the CoronaMultiMap as a top map, and set mix operations to Overlay
- Then you can simply use mix amount to define how much the hue randomized MultiMap influences color variation

But as i said, it has to be bugfixed first.

Other things you can do already now, for example randomize saturation:

- create MultiMap and set item count to 2
- in first slot, plug your texture
- create Max's native Mix map, and plug your texture as mix amount. This will convert your texture to grayscale
- Plug this Mix map into second slot
- Now change mix amount. This will randomize saturation across instances.

To randomize value:

- create MultiMap and set item count to 2
- make one item color white, and one black
- plug your texture into CoronaMix map as bottom map
- plug the MultiMap as a top map, and set MultiMap's mix amount to 50%
- In CoronaMix, set Mix operation to overlay, and use Mix amount to define how strong the value (brightness) randomization will be



2015-03-08, 20:42:28
Reply #2

romullus

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Oh yeah, that's really more viable solution than three simple spinners in multimap... not. I'm affraid imagine how my slate editor would look if i'd need randomize ten maps with your method.
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2015-03-08, 20:48:16
Reply #3

Ludvik Koutny

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Oh yeah, that's really more viable solution than three simple spinners in multimap... not. I'm affraid imagine how my slate editor would look if i'd need randomize ten maps with your method.

I actually tried it and it was just a few nodes. The problem here is that those HSV randomizations would be quite unpredictable if you had say two or more differently colored textures that are already being mixed together. It would be really hard to control the effect precisely.

2015-03-08, 22:12:04
Reply #4

Juraj Talcik

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So basically, the current map might as well stay useless forever. What would even be the appeal of using it compared to already quite powerful and still extremely easy to use MultiTexture plugin if you would have to build up semi-complex network each time you wanted to do some randomization.
Multitexture plug lets you do all of that at same time with 3 clicks. It's no contender (for 3dsMax users).
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2015-03-31, 12:31:51
Reply #5

johan belmans

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Hi,
would it be possible to enlarge the item count to a value higher then 15?
That would be great.

2016-04-24, 19:12:42
Reply #6

Ondra

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added hue randomization
Rendering is magic.
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2019-09-18, 11:45:32
Reply #7

zules

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Added Saturation randomization ? So basic, so usefull, so... missing.