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Muhammad Ebrahim

Forum Replies Created

Viewing 6 posts - 16 through 21 (of 21 total)
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  • in reply to: tweening a disabled camera #38739

    Need help here guys :scratch: :unsure:

    in reply to: tweening a disabled camera #38627

    Hi 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. disabled

    in reply to: Generating procedural noise in V3d #38345

    weired… 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;
    }
    
    in reply to: Generating procedural noise in V3d #38344

    This one, It’s the 3ds Max’s osl noise

    in reply to: Upload texture Verge 3D network Issues #38119

    windows doesn’t allow “+” in the name of a file… I wonder how could you name it so?!

    thank you… now works perfectly :yahoo:

Viewing 6 posts - 16 through 21 (of 21 total)