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Megascans Surfaces to Clarisse

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Re: Megascans Surfaces to Clarisse

Unread postby bvaldes » Fri Mar 16, 2018 9:11 am

Hi,

Thanks for the script update!
What do you mean by Is there an easy way to make all the other maps to be instances of Albedo by python?
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Re: Megascans Surfaces to Clarisse

Unread postby mzofx » Thu Jul 12, 2018 5:31 am

Hi, thanks for script. I'm fairly new to Clarisse, especially to the shading aspect of it. I was wondering how can you use this script to apply a megascan material to just one axis of a triplanar shader that I'm using to texture a displaced grid ( a mountain). For example let's say I want to apply megascan material 1 to the top plane and megascan material 2 to the left and right planes. I did a test with just one material (screenshot attached) but I think it's the wrong way to proceed. Any help would be appreciated. Thanks
Screen Shot 2018-07-11 at 9.29.25 PM.png
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Re: Megascans Surfaces to Clarisse

Unread postby dboude » Mon Jul 16, 2018 9:39 am

Hi mzofx,

You should make your network like this.
Material_Triplanar_Mix.PNG


All material 1 maps plugged in the top input of a triplanar node, and all material 2 maps plugged in the sides (Right, Left, Front, Back) inputs

Cheers
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Re: Megascans Surfaces to Clarisse

Unread postby mzofx » Wed Jul 18, 2018 4:22 am

dboude wrote:Hi mzofx,

You should make your network like this.
Material_Triplanar_Mix.PNG


All material 1 maps plugged in the top input of a triplanar node, and all material 2 maps plugged in the sides (Right, Left, Front, Back) inputs

Cheers


It now makes sense. Thank you!
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Re: Megascans Surfaces to Clarisse

Unread postby mzofx » Sun Jul 22, 2018 3:41 am

jandersunstar wrote:Thanks all for your feedback,

I added a multiplier for the size of the texture (physicalSizeMult) and for the intensity of the displacement (displacementHeightMult), right now is set to 1, but you can change it to 10 for example.

I also added a variable for the default value when there is not a json file with the correct information, right now is set to 1 (physicalSize) for 1m, but you can change it to 10 for example, the same for the displacement (displacementHeight), right now is set to 0.



Hi, I'm having troubles setting the right UV scale for the textures. Running the script as is my textures appear very small. I understand I need to change the "physicalSizeMult" value in the script. In this way I have to reimport the textures every time I want to change the value? I would like to avoid that because I'm combining more megascans materials with a triplanar (I'm texturing a displaced terrain) and every time I reimport the textures with the script I have to reconnect everything. How do I adjust the scale of all the textures without re-running the script and re-importing everything? Thank you
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Re: Megascans Surfaces to Clarisse

Unread postby jandersunstar » Sun Jul 22, 2018 3:06 pm

You can do a filter/search for _tx and just change the Uv Scale to all the nodes.

uvscale.png


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Re: Megascans Surfaces to Clarisse

Unread postby mzofx » Wed Jul 25, 2018 7:11 am

jandersunstar wrote:You can do a filter/search for _tx and just change the Uv Scale to all the nodes.

-Luis


That works. Thanks!
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Re: Megascans Surfaces to Clarisse

Unread postby JJoelBBK » Wed Feb 13, 2019 2:29 pm

Hi,
I am new to clarisse, why do you use triplanar projection instead of normal uv(direect jpg to diffuse channel) connection ?
i know that triplanar is more for projecting into surface who doesnt have Uv set proprely.
Its because you dont want to use any UV but just project on the surface?

i have issue with the geometry displacement details
thanks
Last edited by JJoelBBK on Wed Feb 13, 2019 6:28 pm, edited 1 time in total.
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Re: Megascans Surfaces to Clarisse

Unread postby JJoelBBK » Wed Feb 13, 2019 3:13 pm

HI,
with triplanar, What if my object matrix was not at 0 0 0 position with perfect 90degree angle ?
what if for exemple i load a object who is already rotate ? how to deal with triplanar and those kind of objects?

thanks
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Re: Megascans Surfaces to Clarisse

Unread postby dboude » Fri Feb 15, 2019 4:42 pm

Triplanar projects the input textures in world space. So no matter how comes the object in.

Cheers ;)
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