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Author Topic: RailClone discussion  (Read 5854 times)

CQ1841

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RailClone discussion
« on: April 15, 2010, 02:24:14 AM »
Obviously no further details have been released other than an initial announcement, however I do have some questions. It looks fantastic, but a lot of what is shown can already be achieved with ItooSofts own free Clone plugin, or VG's Clone. Will this handle intersections? Like roads going through each other.

iToo

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Re: RailClone discussion
« Reply #1 on: April 15, 2010, 07:04:13 PM »

Well, there are big differences with a Clone+Path Deform solution: Multiple segments based on rules, Height solving, automatic cloning/slicing and more. The idea is that you can define a complex parametric structure with a set of rules, store it in a library and apply it in your scenes with a single click.

As you pointed, many (or possibly all) of the RailClone samples would be created with Max tools, but how long it take to create dozens of different railings in an complex architecture scene ? Our goal is that you not waste time modelling the same objects again and again.

We have some ideas to solve the junctions, but probably we don't include it in the first version. For sure the plugin will evolve along multiple releases and new features (as Forest).

Carlos Quintero
iToo Software

Motiva

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Re: RailClone discussion
« Reply #2 on: April 16, 2010, 10:24:26 PM »
I have seen the videos and I must say that it's impressive. RailClone will be a very useful plugin for civil works. Good work!

CQ1841

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Re: RailClone discussion
« Reply #3 on: April 19, 2010, 05:20:01 AM »
Here's a pre-emptive feature request: Try making a timber boardwalk. See how all the planks have the same UV so the wood texture looks tiled? Add an option for random UV offset per-clone :)


Motiva

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Re: RailClone discussion
« Reply #4 on: April 19, 2010, 02:48:39 PM »
Hi CQ1841, you could use different materials instead of different UVs adding a materialByID modifier.

If you use Mental Ray and max 2010, you have a "Multi/Sub-Map" texture also. Multi/Sub-Map can vary the assigned color or map at random, or based on object, material, or smoothing group ID. Not sure if you can use it with vray.

Regards
« Last Edit: April 19, 2010, 09:44:12 PM by Motiva »

iToo

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Re: RailClone discussion
« Reply #5 on: April 19, 2010, 06:25:04 PM »

Because the way that UV mapping works, i'm not sure if it possible to randomize it from the geometry. We will study it...

Carlos Quintero
iToo Software

beestee

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Re: RailClone discussion
« Reply #6 on: June 17, 2010, 04:23:11 PM »
Hi CQ1841, you could use different materials instead of different UVs adding a materialByID modifier.

If you use Mental Ray and max 2010, you have a "Multi/Sub-Map" texture also. Multi/Sub-Map can vary the assigned color or map at random, or based on object, material, or smoothing group ID. Not sure if you can use it with vray.

Regards

With scanline, VRay, Brazil, or FinalRender you have some options for this in MultiTexture Map or even BerconGradient.