TP Variation Texmap

 

thinkingParticles offers many tools to help you in setting up crowd or massive object scenes in 3ds Max. Besides the TP Multi/Sub-Object material that allows you to specifically define a set of materials, which will be used on instanced characters or objects, the TP Variation Texmap will allow you to add even more variation to the textures and colors in a scene.

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With TP Variation Textmap every single object in the scene will show a different color in the rendering! Keep in mind that this texture map effect can only be seen at render time and not in the viewport.

The texture map can be selected and assigned like any other standard 3ds Max texture map. From the Material/Map Browser, choose TP Variation Texmap to add it to any existing material slot.

The controls of the map are easy to understand, and in combination with a texture map, many interesting effects can be achieved in no time at all.

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To make the TP Variation Texmap work as described, thinkingParticles needs to supply the particle ID to the texture map. This is done through the vertex color channel. Use the IDS-Vertex Color input of the Geometry Instancer to supply the Particle ID for the TP Variation Texmap. Without this information in the color channel, the TP Variation Texmap will not work as described!


 

 

 

 

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Example Setup to feed Particle ID into Vertex Channel

 
 
TP Variation Texmap Parameters

Color - sets the color that will be used when there is no texture map available.

Map Slot
- used to apply any available texture map form 3ds Max. The texture map will be taken, and based on the various settings; it will be automatically modified at render time for each single object.

Hue Variation
% - sets the amount of variation of the Hue value. Higher values will create a more random color variation.

Color Gradient - this gray scale gradient controls the color angle (color wheel above) to be used with the Hue variation - a black color equals to 0° and a pure white color equals to 360° in a standard color wheel. The color bar, right above the gray scale gradient, updates its status to represent the current setting. Only those colors seen in the color preview will be used for variation. This method is a perfect way to restrict random colors to a subset of colors that you choose.
 

Saturation Variation % - defines the amount of random variation for the Saturation value of the color or texture map.

Color Gradient - this gray scale gradient controls the color saturation to be used with the Saturation variation - a black color equals 0 saturation and a pure white color equals full saturated colors. The color bar, right above the gray scale gradient, updates its status to represent the current setting.
 

Value Variation % - sets the amount of random variation for the Value parameter of the color, or texture map.

Color Gradient - this gray scale gradient controls the color value to be used with the Value variation - a black color equals 0 value and a pure white color equals a full color value. The color bar, right above the gray scale gradient, updates its status to represent the current setting.
 

Alpha Variation % - defines the amount of random variation for the Alpha Channel value of the color or texture map.

Color Gradient - this gray scale gradient controls the alpha value to be used with the Alpha variation - a black color equals a 100% transparent value and a pure white color equals an opaque color value. The color bar, right above the gray scale gradient, updates its status to represent the current setting.
 

Random Seed - lets you set an individual Random Seed number, to make sure, that no other TP Variation Texmap in the scene behaves in the exactly same "random" way!

Color Gradient
- when set to RGB mapping, this gradient works as an added color filter at the very end, if all of the above color processing has been performed. The resulting color is multiplied (RGB wise) by this color value.

When HUE Spectrum is selected, the actual color is exchanged for the color set forth in this gradient.