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Muhammad EbrahimCustomer
Need help here guys
Muhammad EbrahimCustomerHi Yuri,
thanks for the quick response, but as mentioned when the camera is set to disabled the tweening doesn’t happen, in one frame it’s in the first position, the next frame it’s in the other position, no transition in between.
I think I should have mentioned that I’m using Maya… I have only 4 options:
1. orbit (default)
2. flying
3. first-person
4. disabledMuhammad EbrahimCustomerweired… it doesn’t want to upload the file
// General Noise Shader, returning a float (1D) // Noise.osl by Zap Andersson // Modified: 2019-11-26 // Copyright 2019 Autodesk Inc, All rights reserved. This file is licensed under Apache 2.0 license // https://github.com/ADN-DevTech/3dsMax-OSL-Shaders/blob/master/LICENSE.txt shader Noise [[ string help="A shader for generating more advanced noise" ]] ( point UVW = transform("object", P) [[ string help = "The UVW coordinate to use. When not connected, defaults to Object space" ]], float Scale = 25.0, string Type = "uperlin" [[ string widget= "popup", string help = "Use perlin, uperlin, cell, hash, simplex or gabor", string options="perlin|uperlin|cell|hash|simplex|gabor" ]], int Octaves = 4 [[ string help = "Hos many layers of noise are mixed together" ]], float Lacunarity = 2.0 [[ string help = "How much the 'frequency' of the noise changes per layer" ]], float Gain = 0.5 [[ string help = "How much the amplitude of the noise changes per layer. Higher numbers means higher noise frequencies have more effect." ]], int StepFunction = 1 [[ string widget= "checkBox", string label = "Step Function", string help = "Enables a per-layer smoothstep curve in the noise, allowing you to increase the 'contrast' of the noise" ]], float LowStep = 0.5 [[ string help = "Low threshold of the smoothstep function.", string label = "Low Step", float min = -1.0, float max = 1.0 ]], float HiStep = 0.8 [[ string help = "High threshold of the smoothstep function.", string label = "High Step", float min = -1.0, float max = 1.0 ]], int Normalize = 1 [[ string widget= "checkBox", string help = "If the noise is auto-normalized to Amplitude or not." ]], float Amplitude = 1.0 [[ string help = "The amplitude of the noise." ]], float Phase = 0.0 [[ string help = "The 'Phase' is just a 4th coordinate of the noise, can be used to allow it to evolve over time, for example." ]], output float Out = 0, ) { point pnt = UVW / Scale; float sum = 0; float curFreq = 1.0; float curAmp = Amplitude; // Loop over number of octaves for (int i = 0; i < Octaves; i++) { // Compute a noise value float ns = noise(Type, pnt * curFreq, Phase + i); if (StepFunction) ns = smoothstep(LowStep, HiStep, ns); // Add our result to the output Out += ns * curAmp; // Add the amplitude to the normalizing sum sum += curAmp; // Step up frequency and amplitude curFreq *= Lacunarity; curAmp *= Gain; } if (Normalize) Out /= sum / Amplitude; }
Muhammad EbrahimCustomerThis one, It’s the 3ds Max’s osl noise
Muhammad EbrahimCustomerwindows doesn’t allow “+” in the name of a file… I wonder how could you name it so?!
2021-02-01 at 10:44 am in reply to: A problem happens when objects with opacity maps overlap in the view #37894Muhammad EbrahimCustomerthank you… now works perfectly
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