Jump to content


Photo

Ideas for Genetica 3.5+


  • Please log in to reply
107 replies to this topic

#16 Allen 1

Allen 1

    Alien Genius

  • Full Members
  • PipPipPipPipPipPipPipPip
  • 4,238 posts

Posted 20 April 2010 - 03:54 PM

Here is some information i had found on the TGA format.

http://www.organicbi...ormats/tga.html

#17 Funkdude

Funkdude

    Alien Genius

  • Full Members
  • PipPipPipPipPipPipPipPip
  • 4,638 posts

Posted 21 April 2010 - 02:04 AM

Well it didnt for me when i had a grate texture and saved it as tga, i can send the gtx if needed ;)

Permission required to use my work. (Seriously!)

 

Click here to see my website
Click here to see my blog
Click here to visit my LinkedIn profile.


#18 Atlas

Atlas

    Staff

  • Admin
  • PipPipPipPipPipPipPipPip
  • 4,483 posts

Posted 21 April 2010 - 12:25 PM

It seemed to work for me when I just tried it. I'm guessing that there was a little stray transparency in your result that was too subtle to be noticed. You can try eradicating the transparency by multiplying the result by pure white. Saving that as a TGA should then result in a 24-bit image.

Eradicate_Transp.JPG

But you don't need to keep checking the resulting file as there is a way to tell what Genetica is thinking. If the Alpha option below appears, then Genetica has found transparency and it will use a 32-bit save. If the Alpha option does not appear, then a 24-bit save will occur.

Alpha.JPG

#19 Funkdude

Funkdude

    Alien Genius

  • Full Members
  • PipPipPipPipPipPipPipPip
  • 4,638 posts

Posted 21 April 2010 - 12:44 PM

Thanks for the clarification. i think i might have had another node selected when rendering or used a weird way of masking., ill try a bit to see if its persistent.

Permission required to use my work. (Seriously!)

 

Click here to see my website
Click here to see my blog
Click here to visit my LinkedIn profile.


#20 Funkdude

Funkdude

    Alien Genius

  • Full Members
  • PipPipPipPipPipPipPipPip
  • 4,638 posts

Posted 11 May 2010 - 11:36 AM

It would be very nice to have the option to make swatches by sampling colors in an image (manually in colorize window perhaps) up to 10 or so swatches. and to save them as a swatch file to share and use. (.swx?). so swatches could be made for fire, from a image of flames, swatches for deserts etc etc etc. it would e handy to make sure textures are suited to the palette of a game.

Permission required to use my work. (Seriously!)

 

Click here to see my website
Click here to see my blog
Click here to visit my LinkedIn profile.


#21 Allen 1

Allen 1

    Alien Genius

  • Full Members
  • PipPipPipPipPipPipPipPip
  • 4,238 posts

Posted 11 May 2010 - 02:39 PM

These will give some ideas of how color swatches can be looked into.

Also if there was a way to draw a straight line within the image window were color is chosen, the line can sample linearly, a color gradient selection in any direction.

http://www.colorexpl...om/default.aspx

http://kuler.adobe.c...eate/fromacolor

http://colorschemedesigner.com/

http://www.colorjack...e/?LoadJack=fu:

#22 Funkdude

Funkdude

    Alien Genius

  • Full Members
  • PipPipPipPipPipPipPipPip
  • 4,638 posts

Posted 09 June 2010 - 11:33 PM

Another nice suggestion might be drawing in the synthesis lab simmilar like in the canvas node. Now we have to place a shape and then edit/add points. It would be easier (also for tablet users)to click to add a point, that way shapes from images are easily isolated.

Permission required to use my work. (Seriously!)

 

Click here to see my website
Click here to see my blog
Click here to visit my LinkedIn profile.


#23 Funkdude

Funkdude

    Alien Genius

  • Full Members
  • PipPipPipPipPipPipPipPip
  • 4,638 posts

Posted 04 September 2010 - 03:41 AM

For genetica 8+ pro super edition:

Volumetric materials, to be applied directly to a amodel, then baked and unwrapped as a texture :thumbsup:

Permission required to use my work. (Seriously!)

 

Click here to see my website
Click here to see my blog
Click here to visit my LinkedIn profile.


#24 Allen 1

Allen 1

    Alien Genius

  • Full Members
  • PipPipPipPipPipPipPipPip
  • 4,238 posts

Posted 04 September 2010 - 01:05 PM

I had never seen Volumetric materials applied to a solid mesh nor baked to it. Is that possible? When i think of clouds, fire, smoke and energy effects, they are always in a free-floating state but can be modified by image maps and other built-in fractal noises.

#25 Atlas

Atlas

    Staff

  • Admin
  • PipPipPipPipPipPipPipPip
  • 4,483 posts

Posted 04 September 2010 - 02:08 PM

He's using the term volumetric a little more losely to refer to 3d textures that don't have any transparent bits, such as this:

Posted Image

That kind of texture can be baked to UVs. Of course using the term more strictly, Chris, where volumetric refers to 3D textures with transparent bits, then you're right that it couldn't be baked since the result depends on the camera angle:

Posted Image

#26 Allen 1

Allen 1

    Alien Genius

  • Full Members
  • PipPipPipPipPipPipPipPip
  • 4,238 posts

Posted 04 September 2010 - 02:37 PM

Is that Bryce materials i see there?

Edited by Chris, 04 September 2010 - 05:47 PM.


#27 Atlas

Atlas

    Staff

  • Admin
  • PipPipPipPipPipPipPipPip
  • 4,483 posts

Posted 04 September 2010 - 04:43 PM

Is that Bryce materials i see there?

That was my guess. But they're just random web images and I didn't investigate any further.

#28 JaneB

JaneB

    Newbie

  • Full Members
  • Pip
  • 9 posts

Posted 05 September 2010 - 07:57 AM

3D viewing

Would it be possible to have an option to view the material on a selection of 3D objects? Common primitives (sphere, cube, cone. xy plane) would do and maybe a landscape height map. Would be useful be able to adjust lighting in simple ways (strength, colour and position) and set the maps as bump, specular etc. to get a quick idea of how a texture might look applied to something.

If this is already there and I just haven't found it yet, please ignore this.

#29 Atlas

Atlas

    Staff

  • Admin
  • PipPipPipPipPipPipPipPip
  • 4,483 posts

Posted 05 September 2010 - 11:44 AM

Agreed, JaneB. Proper 3D previews are definitely on our list.

#30 Funkdude

Funkdude

    Alien Genius

  • Full Members
  • PipPipPipPipPipPipPipPip
  • 4,638 posts

Posted 05 September 2010 - 12:02 PM

A volumetric material is a representation of a noise with a extra axis for depth basically. this is used in medical applications, and some particle effects, or as point clouds. a noise can be rendered in 3d with the new animation tab basically. a 256 frames of a 256x256 animation would do the trick, then it can be converted to a 3d texture/material, then applied and unwrapped. i think the coming years we will see more like this, for now its rarely used and too hardware intensive.

Permission required to use my work. (Seriously!)

 

Click here to see my website
Click here to see my blog
Click here to visit my LinkedIn profile.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users