Itoo Software Forum
RailClone => RailClone Pro (*) => Topic started by: Dragan on April 06, 2018, 05:36:52 PM
-
I assume I can say hi Rokas ;)
I cant figure out how to setup the pattern including randomize mapping on blocks..
I started with blocks 20cmx20cm and 20cm*30cm and I can see the pattern (cross of 20x30 with 20x20 on the corners) but newbie still has no idea how to setup this simple generator #$@$#@.
Best Regards
Dragan
-
OK, lets do this (and any other) pattern Style in RailClone. Anything Goes!
If You can spot a pattern You can do a RailClone style.
Easy as that.
Let's Start.
1. Identify Geometry pattern.
(https://i.imgur.com/vt7fBoJ.gif)
2. Model pieces as separate objects:
(https://i.imgur.com/mKa0WiK.png)
3. Center pivots so they are in the same world location ( [0,0,0] is always nice )
(https://i.imgur.com/Ls8jRBB.gif)
4. Create RailClone object. And edit some nodes:
Add Array 2S generator. Sets it size a like our pieces:
(https://i.imgur.com/Vn2LzhT.png) (https://i.imgur.com/v6G1CPI.png)
5. Add one Segment (any object) and set its Alignment options X and Y to Pivot:
(https://i.imgur.com/6YsjbiS.png)
6. Clone Multiple, select all the pieces. Delete first as we have duplicate in the list. And add them all to Compose Operator:
(https://i.imgur.com/nSh0r1l.gif)
7. Connect Compose node to "LB Corner":
(https://i.imgur.com/c8JQ8ji.png)
8. Important step: change Compose Node setting to "Grouped":
(https://i.imgur.com/O6nUPUL.png)
9. Add material and uv randomizations as needed.
(https://i.imgur.com/QqTfMxf.png)
Thats my final style for 1st RailClone object.
10. Lets Create 2nd RailClone Object:
Lets create Array 2S Generator.
Add/attach Clipping area node with assigned spline
Add/attach Segment with assigned first RailClone object.
Make sure to select "Extend X/Y Size to Area" checkbox:
(https://i.imgur.com/3FIQObY.gif)
11. Adjust padding values.
This pattern is "easy" as it tiles verticaly and horizontaly without any translation. Lets add Padding values for Right: -5 and Bottom: -10
(https://i.imgur.com/v3VlhFw.png)
12. This pattern is done.
However. Sometimes pattens reapeat itself translating a little in both X and Y axis. Like this:
(https://i.imgur.com/Ccz92DH.png)
In this post, I included simple Macro to help adjust such patterns:
(https://i.imgur.com/VE3moDW.gif)
Note:
In some cases using this macro is really not recommended as more efficient method could be found:
(https://i.imgur.com/xP7Z0lf.gif)
Final style render:
(https://i.imgur.com/cY8S1vT.jpg)
I did not concentrate on mapping and texturing as this is pretty extensive already.
But You can see my scene attached, and if You have questions, I could make post like this about mapping.
Attached scene and macro for closer examination.
Hope that helps.
-
:o Rokas, THANK YOU for so quick reply and thank you for WHOLE TUTORIAL on this....
I have NO question... :D Everything is so clear.
Finally got it purpose of Compose operator and how to use it!!!
Great Support!
Best Regards
Dragan
-
8)
Just one:
"7. Connect Compose node to "LB Corner":"
why LB Corner?
-
You could use any corner.
We need corner so it is not repeated.
-
Got it...
Tnx again
-
Hi, one more question:
I need some variations in segments (translation/rotation/size) and will make this random variation via transform tab or via Transform operator. If I nest "RC peace" generator into main RC, are those variations will be uniform for each "RC peace" or I will get full randomization on each "RC peace" segment?
I assume I can do everything in a single RC generator by adding Transform operator after Compose and set the Size (for Compose patch 45x50, uncheck scale segment) and Padding and connect everything to Default. Of course, Clipping area is active and set to Extend...
Best Regards
Dragan
-
There are many ways to transform segments in RC.
In this particular method of creating patterns most of them lead to intersecting geometry.
I would "Randomize" some variants for every pattern piece, and randomize from those samples.
(https://i.imgur.com/ynqSlZt.jpg)
Scene attached.
-
I manage to do everything in one Generator. (Transform Operator after Compose set to 45x50, Padding -5/10 then to Default, work like a charm).
What would be better way to do, nested RC or everything in one Generator? Is there any difference in memory/speed/display...?
-
Could You attach me Your style?
-
Without variations, just in single Generator...
-
I would like to ask with randomizations.
-
If you targeting for overlapping - I could not avoid this. I think some combination of linked size+translation would do the job.
And It will be nice to have aspect ratio option on random scale to lock for eg. just length&width.
-
Hi,
great tip Rokas. I have two questions:
1. I am using pattern consisting of 49 pieces. When I have larger area like on picture, parsing scene before render tooks 41 seconds. Can be this speeded up or it is on maximum speed?
2. I tried to use railclone color map to set probability of each colors, but it seems to be not working with compose RC element at all, or I am doing something wrong. In material I am using 5 MIX map, so can not use multitexture and also I am working with corona.
I am assuming, that with randomising materials ID we can not set probability of each material ID(in material or directly in RC), or?
Thanks
-
Can You please send us Your style (https://forum.itoosoft.com/faq/how-to-send-a-file-to-itoo-software/), so the help would be target to Your exact situation?
-
Scene in attachment.
-
Hi,
using Dragan (https://forum.itoosoft.com/railclone-pro-(*)/pattern/msg20475/#msg20475) suggested method to put everything in one style works better.
Just as You are using Corona, You should disable instancing engine. But it is much snappier for me.
It is not the number of pieces, but chamfering You did on those pieces.
(https://i.imgur.com/zr2J8US.png)
-
OK, I changed style according Dragan, now railclone color ID probability is working as it should, but only when I set viewport display mode to mesh, which is very slow during work. I also try to set railclone color variation to element, but it has no affect.
I was thinking, that viewport mode is independent from render mode.
Video in attachment.
-
RailClone Color map is not supported in Corona ;(
(https://i.imgur.com/LrwkZW2.png)
Also color variation to element has no effect in all render engines:
(https://i.imgur.com/DsGDaK4.png)
I did not understand why You could not use CGsource Multitexture map?
It works pretty good (although corona is not in the supported renderer list here, so be careful (https://www.cg-source.com/multitexture.php))
(https://i.imgur.com/9dMkEqo.png)
P.S. You should adjust some padding values in Last transform node:
(https://i.imgur.com/sffOYF7.png)
-
Multitexture map does not support procedural maps. I am using it quite often. For fictional paving are plugins like this or VP cross map good, but when I need something specific, or I dont have much(or non) good photo references from original product, then procedural maps are handy.
There is another solution how to add probability in distributing IDs - add MaterialByElement modificator on top of RC. It unfortunately supports only 8 IDs, which is enought in this case, but if I will need more than 8, hopefully somebody can create similar tool using 3dsmax MCG tool for more than 8 IDs :) .
So for now I am quite satisfied, parsing time drops from 40s to 10s and I can adjust IDs probability. :) It seems to be good tool for quick creating new real paving in comparisson with VP omnitiles.