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Author Topic: Falloff density from bitmap?  (Read 1529 times)

BL1193

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Falloff density from bitmap?
« on: August 16, 2016, 06:05:56 AM »
Hello,

See attached.  I am trying to get the density falloff to be affected by the map.
I am trying to avoid having to create a second FP, excluding the first, changing the threshold on the distribution map, and then adding noise on top of it.

Is there any way for FP to respect gradients of bitmaps to affect density?

Thanks!

Michal Karmazín

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Re: Falloff density from bitmap?
« Reply #1 on: August 16, 2016, 11:00:30 AM »
Hi,

Such effect can be archived by combining multiple maps (like any procedural map - can be a Gradient Ramp & Noise under a Mix / Composite map) as described in following "Density by texture" post. Hope you'll find it useful.

Best regards,

Michal Karmazín

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Re: Falloff density from bitmap?
« Reply #2 on: August 16, 2016, 11:25:02 AM »
Hi,

Also, please feel free to experiment with attached "FP_DistFromMap.sbsar" Substance map (designed to "dissolve" the Distribution map) made by my colleague Paul. By modifying the Random Seed & Density values you may tweak the final result.

Best regards,

BL1193

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Re: Falloff density from bitmap?
« Reply #3 on: August 17, 2016, 11:01:30 AM »
Thanks for the info. 
So to do this in Photoshop you use the FilterGallery>BrushStrokes>Spatter, which does a good job of adding a noise falloff only to the edges of your mask image.  Then you add a Image>Adjust>Posterize at 2 levels to remove all gradients, so you are just left with black and white areas.

I would be very nice if FP would add this map density feature to the areas rollout.  It already works for a spline/mesh area, but would be nice if it also took into account the distribution maps.

Thanks