Flow Map Painter
very early alpha of a script that I've been working on for a while, that will be used to literally "Paint" flow maps to be used in realtime game shaders.
the map is to be used in the shader as offset for the time value of the factor that is animating your textures, whether it is a panner node or an up-vector-based algorithm.
the how to use .txt file is included in the download.
UPDATE 0.5
big update this time: optimized a lot of the code, and improved the UI's user-friendliness a lot. Big part of the update this time is that the script now should support a realtime preview on all available resolutions, though performance does decrease the higher the map's resolution. try it out :)
also updated the how to text file, so please read before using!
planned:
.mzp file you just have to drag into your viewport to install the script
proper functionality for every brush mode -- mostly achieved
Please test, and put your results here:
http://www.polycount.com/forum/showthread.php?t=97215
| Attachment | Size |
|---|---|
| fmc.rar | 45.78 KB |





Comments
Good work man... I will test
Good work man... I will test and send a feedback...
kimarotta.com.br
3d Artist
actually there is, with the
actually there is, with the right shader: if you create a shader file (.fx format usually) with a shader creation program, you can create your own "flow map shader" that makes use of the flow map generated by my script.
it won't animate without moving the timeline, and it will only work using directX shaders, which don't render, so there's a down side. I have no idea if it is possible to create a material in max that uses flow maps and that can be rendered, but you're more than welcome to try :)
if you have any other questions, please don't hesitate to ask
www.mattiasvancamp.com
Is there any way to implement
Is there any way to implement the use of Flow Maps in 3ds Max?
It would be extremely helpful!
I can only say ...
I can only say ... Impressive!!!