Photoshop CC 2019 Delayed Brush

Software:
Photoshop CC 2019

It seems that the Brush tool in the last iterations of the popular image editing & painting software is annoyingly delayed.

A solution to this is setting the Brush Smoothing parameter to 0.

photobug.gif

Advertisements

tyFlow for 3ds max – Basic Tutorial

Software:
3ds max 2019 | tyFlow

rocket_balls_new.gif

tyFlow is a new advanced event driven particle / dynamics system plugin for 3ds max that can somewhat be described as the “next generation of Particle Flow*“.
An ‘event driven particle system‘ is a particle system in which the behavior of the particles is defined in ‘events‘. within each event, the behavior of the particles is defined by a collection of ‘operators‘ that control the different aspects of the particle behavior, like their shape, their speed, direction etc. special ‘test operators‘ are used to check if the particles should switch to a different event and so change their behavior.
Setting up an event driven particle system in 3ds max is done through a node based visual interface, in which the nodes in the flow graph are the particle events, each event is a collection of operators and their parameters.

This tutorial demonstrates some fundamental concepts of event driven particles and tyFlow:

  1. Using Property Test operators to switch between different motions and shapes.
  2. Using the PhysX Shape and PhysX Switch operators to switch between physical and non-physical particle behavior.
  3. Spawning new particles and deleting them.

> Note that while understanding the logic of this example is relatively easy, tweaking all the parameters to get it right takes a lot of tests and fine tuning.
Download the example file and playing with the system parameters to get to know how the different operators affect the particles.

Download the tutorial example 3ds max file here

Untitled-1.jpg

Explanation of the flow graph:

> To create a tyFlow particle system:
In Command Panel > Create > Standard Primitives,
Click tyFlow, and then click and drag in the viewport to create a tyFlow object.
When the tyFlow object is selected, in the Modify panel press Open Editor to open the tyFlow editor and create events.

> Note that almost all of the system’s events contain a Display operator set to Geometry mode so that the particle’s actual animated shapes will be displayed in the viewport, and also a Mesh operator needed for particles to be exported to a render engine for final rendering.

  1. Particles are initially created in event: ‘Birth’ using a Birth Objects Operator, and are immediately sent to the next event: ‘Physical Falling’ by the Send Out operator.
    * The Birth Objects operator is used to initialize particles directly from scene objects.
    Untitled-4
    Initial setup of the spheres as sources of particles for the Birth Objects operator:Untitled-3
  2. The event titled ‘Physical Falling’ is the only event in the system in which the particles behave as PhysX objects who’s motion is governed by physical simulation i.e they fall and collide with the slide model (named Box001).
    The PhysX Shape operator turns the particles into physical simulation objects, and the PhysX Collision operator adds the slide model as a collision object to the simulation.
    A Property Test operator checks if the falling balls fell below -35 in the Z axis, and if so sends them to the event titled ‘Rocket Upward’.
    > Note that in the PhysX Collision operator, the Hull Type of the slide model is set to Mesh rather than Convex to allow the sphere particles to slide inside the slide (a convex hull type would behaves as if it’s filled making the balls fall to the sides)Untitled-5.jpg
    > Note that in the tyFlow PhysX settings, the default ground collider has been disabled to allow the balls to fall freely below the 0.0 Z axis position.Untitled-6
    > The (standard) Shape Operator and Speed operators are in this event in order to reset the shape and speed of particles in case they entered this event after already having different shapes ans speeds.
  3. The event titled ‘Rocket Upwards’ uses a PhysX Switch operator to deactivate the particles participation in physical simulation, assigns them a new (rocket shape),
    A Force operator referring to a tyWind object causes the particles to accelerate upwards, and a Spawn operator to have each original particle spawn new particles as the rocket trail.
    A Property Test operator checks if the particles have reach a height of 200 and if so sends them to the event titled ‘Chopper back to start’.
    > Note that the Slow, and Rotation operators are in this event to force the particles back to default orientation so the rockets will be aimed upwards.
    > The Spawn operator creates new particles and at the original particle location and sends them to the event titled ‘Rocket flare’.Untitled-8.jpg
    rocket_ball_switch
  4. The event titled ‘Chopper back to start’ assigns the particles a new ‘little chopper’ animated shape, and uses a Force operator to make them affected by the tyWind object pointing back to the start.
    > Note that the Shape operator has the Animated Geometry option checked, and set to sync by particle age. the animation speed is played back 3 times faster than the original animation.
    > A Property Test operator checks if the particles Y position higher than -150 and if so sends the particles to the event titled ‘find drop location’.untitled-9.jpg
  5. The event titled ‘find drop location’ uses a Find Target test operator to make the particles move to the Point Helper object located above the slide and when they have reached it send them back to the event titled ‘Physical falling’ where they start their journey all over again.
    > Note that the Slow operator slows the particles velocity that was inherited for the previous event so they wont overshoot and ‘fly’ further beyond the point helper.Untitled-10.jpg
  6. The event titled ‘Rocket flare’ defines the shape, speed and direction of the spawned rocket trail particles and uses a Time Test operator to check if the trail particles have existed more than 3 frames and if so send them to the event titles ‘Delete Flare’
    Untitled-11
  7. The event titles ‘Delete Flare’ uses a Delete operator to delete the trail particles.

System setup with the tyWind objects responsible for moving the particles in the non-physical events of the system, and a Point helper object that serves as a ‘find target’ for the particles to get back to the initial location above the slide:

Untitled-2

Particle shapes for the ‘Rocket Upward’, ‘Chopper back to start’ and ‘find drop location’ events.
Note that the shape pivots are consistently at the center of the ball for the shape switching to work well, and that the ‘chopper’ animation is done at the mesh level using Poly Select and XForm:

rocket_balls_shapes

* Particle Flow is a powerful event driven particle system that was originally developed by ThinkBox software, ans later bacame 3ds max’s built in particle system.

Arnold for 3ds max – Render objects as volumes (volume shading)

Software:
3ds max 2019 | Arnold 5

In-order for objects in 3ds max to be rendered as volumes with Arnold, the object mesh has to be converted to a volume, and a Standard Volume material assigned to the object:

  1. Add an Arnold Properties modifier to the object.
  2. Under Volume set the Step Size to a value higher than 0.0.
    Untitled-4
  3. Assign a Standard Volume material to the object and set it’s parameters to design the volumetric effect:
    Untitled-2

Examples:

* Note that both Density and Depth control the transparency or ‘thickness’ of the volume. (lower Depth setting creates a thicker volume)
* When Scattering is set to 0.0 the volume will have only a absorption effect

Untitled-1.jpg

Untitled-2.jpg

Untitled-3.jpg

In this example an Arnold Noise map is connected to the Standard Volume‘s Density parameter:
* Note that the Scale values must be set correctly in order to actually get a ‘cloudy’ effect.
* Note that the noise color values are now controlling the Density of the volume.

Untitled-1

Related:
Arnold for 3ds max God Rays

 

Arnold for 3ds max – Volumetric Fog and ‘God Rays’

Software:
3ds max 2019 | Arnold 5

a

Adding a ‘Volume Light’ effect in Arnold for 3ds max is fairly simple:

  1. In the Render Setup windows > Arnold Renderer tab, under Environment, Background & Atmosphere:
  2. Click the Scene Atmosphere material slot, add an Arnold Atmosphere Volume material to it,
    And drag it as an instance to the Material Editor to edit it’s parameters.
    Untitled-3
  3. Set the Density to a higher than 0.0 value, so the material will have an effect.
  4. You’ll probably need to significantly raise the number of samples in the Atmosphere Volume material, and also the number of Volume samples in the light settings in order to get a clean render.

Untitled-1.jpg

Related:
Arnold for 3ds max Volume Shading

V-Ray for 3ds max Wood Floor Material

Software:
3ds max 2019 | V-Ray Next

An example of varnished wood floor material in V-Ray and 3ds max.
The material uses a VRayBlendMtl with 2 connected VRayMtl sub materials to simulate a natural wood base layer coated by a glossy varnish layer.

51026299_2476404122388912_8157106964938096640_o

Explanation of the material node graph:50770279_2476404922388832_853261524695777280_o.jpg

  1. The wood color (Diffuse texture)
  2. The wood black and white detail texture (used to add reflection detail)
  3. The wood bump texture (actually the same as the reflection texture just color corrected to whiten most details except the lines separating the wood planks)
  4. The reflection texture is color corrected to to intensify it prior to it being connected to the base wood layer material:
    Untitled-1
  5. The reflection texture is color corrected to to decrease its intensity prior to it being connected to the varnish coat blend:
    Untitled-1
  6. The base layer natural wood material with the Diffuse, Reflect and Bump textures connected to it:
    Untitled-2.jpg
  7. The varnish coat material with the Bump texture connected to it:
    * Note the Fresnel Reflections is turned off because the Fresnel reflection is calculated by the Falloff map (8)
    Untitled-2.jpg
  8. The Falloff map that defines the amount with which the varnish coat material covers the base wood material,
    A combination of Fresnel reflection intensity/Angle with the pre-processed reflection detail map (5):
    Untitled-3.jpg
  9. The final VRayBlendMtl combining the base wood material with the varnish coat material using the Fresnel Falloff blend map:
    Untitled-1.jpg

 

Related posts:

  1. Fresnel Reflections

Advanced Procedural Wood for Blender & Cycles

Software:
Blender 2.8 | Cycles

CG-Lion Wood Presets Pack 1.0 is an advanced 3D procedural wood shader I developed for Blender and the Cycles render engine that produces consistent wood pattern on all sides of the model without requiring UV coordinates.
The shader has many tweak-able parameters for easy customization of the wood pattern, and also has built-in varnish coat and paint layers.
CG-Lion Wood Presets Pack 1.0 ships with a ready-to-use material preset library.

CG-Lion Wood Presets Pack 1.0 is available on Blender Market:
https://blendermarket.com/products/cg-lion-wood-presets-pack-1

CGL_Wood_Presets_Pack_1.0_Node_B.jpg

This slideshow requires JavaScript.

CGL_Wood_Presets_Pack_1.0_Previews_Natural

CGL_Wood_Presets_Pack_1.0_Previews_Matte_Varnished

CGL_Wood_Presets_Pack_1.0_Previews_Varnished

Related:
CG-Lion Car Paint Presets Pack 1.0
CG-Lion Spotlight Presets Pack 1.0

Basic Cloth Material in Arnold for Maya

Software:
Maya 2018 | Arnold 5

An example of a basic traditional (not scanned) cloth material setup in Arnold 5 for Maya using an aiStandardSurface shader.

Untitled-1.jpg

The shading network uses a classic angle dependent color blend to simulate the color of the cloth being washed out at grazing angle of view.

Explanation of the node graph:

Untitled-2.jpg

  1. A black and white fabric weave texture that will serve as input for multiple shading channels.
    * This is actually not the best example of such a pattern, and could be replaced with a much better texture.
    cotton grey bump
  2. A remapValue node is used to set contrast to the fabric pattern (reduce contrast in this case) prior to it being multiplied with the fabric colors.
    * Note that only one of the textures RGB channels is connected to the remapValue node since it’s a float (mono) processor and not RGB.
    Untitled-3
    * Note that depending on the fabric texture, you may have to design different curves to achieve the right effect.
  3. Two colors are defined with colorConstant nodes:
    A deep color as the main fabric color, and a washed out color for grazing angle view (“side color”).
  4. An aiFacingRatio node is used as an input for incident angle info.
    * Note that in this case I checked the node’s invert option to make it behave more like other systems I’m used to (if you don’t use invert, the angle blend curve in 5 will be different..)
  5.  A remapValue node used to set the angle blend curve or in other words, how much does the color appears washed out per change of view angle of the cloth surface.
    * The longer it take the curve to become steep from left to right, the more the main color will be dominant before the washed out color will appear.
    Untitled-4
  6. A colorCorrect node is used in this example just as a way to convert the remapped float value back to RGB for being multiplied with the cloth colors.
    * We could also connect it directly to the individual float components of the RGB colors but this way the node graph is cleaner.
  7. A multiplyDivide node is used to multiply the processed fabric texture with the 2 fabric colors “baking” the pattern into the color.
  8. A blendColors node is used to blend the 2 processed fabric colors together according to the processed facingRatio angle input.
    The result is the final cloth color that is connected to the aiStandardSurface shader.
  9. An aiBump2d node is used to convert the fabric pattern to normal data that will be connected to the aiStandardSurface shader to produce bumps.
  10. An aiStandartSurface shader serving as the main shading node for this material.
    * Note that under Geometry the Thin Walled option is checked so that the Subsurface layer of the shader will act as a Paper Shader rather than SSS.
    * The main cloth color is connected to the SubSurface Color input.
    Untitled-5

 

More Arnold shading posts