@Dr-Sassi Wow! Thank You! I have learned/understood a lot about cloners in the last few hours!
I believe I have enough knowledge/skill now to finish my project!!
Thanks again for all your help!!
@Dr-Sassi Thank You! Yes, I see how it works. Also, I discovered that any inputs to the other characteristics, color, roughness, etc., of a material have to be world-based noises (not textures) as well. Which is ok, however, I cannot seem to get either bump or displacement to go across clones. I understand displacement since that's a direct input to the Output node but I thought bump should work.
Ideally, I would like some workflow to allow displacement to occur across the clones. E.g., to add a slight depression on a brick sidewalk where foot traffic has sunken the bricks slightly. Any ideas for this?
Suppose I have a brick mesh in a Cloner to make a sidewalk. I now know how to randomize a material for each clone and can create some realistic images. However, how would I create a material, say for shinny paths where people would naturally walk? Or to cause dirt streaks to cross multiple clones?
My current thinking is maybe to put the Cloner in a Connect object then put a material on the Connect? Would that material span the clones and could I get that material and the material on the bricks to combine somehow?
@Dr-Sassi Thanks. No, that isn't how I like to work. It's just a preference but I like to access some features with floating windows, not switching to a layout specific to the task. I have only two layouts I use, 'Startup' and my own with a Redshift Renderview window docked. (Of course I have the typical managers, Object, Layer, etc., docked where I like them in both of those layouts. However, other managers I just open as floating windows and close when I am done.
Thus, when I asked in this thread about the sizing of the UV manager it was as a floating window, not a docked window.
My reason is that I find I really like the often used managers, Object, Layer, Material, etc., managers to always be in exactly the same places and orientations. Keeping these updated across many saved layouts is time-consuming.
So then, my guess now is that when opening a manager as a floating window it opens at some default size, position, and orientation that is not controllable. Would this be a correct observation?
@Dr-Sassi Yes, Node Editor works fine. However, other windows, e.g., the 'Texture UV Editor', do not. Can you give a try with the Texture UV Editor? Either from the main menu 'Window' or by Shift-Double-LMC on a UV tag on an object.
I'm glad to hear that, Greg.
Hi Dr. Sassi! I changed the UI font size a bit and now some of th eother pop-up UI, e.g., UV editor, UV Manager, GSG Plus Library. So, now to see everything on those UIs when they pop up I need to resize them manually. Should the same procedure work to change the default size of these UIs? I tried but it doesn't seem to keep the new size.
@Dr-Sassi Hi. Through the RS forum I became aware of a technique that solves this problem so beautifully!
First observation was to use a Vertex Map Tag on the object then use the object itself as a field in the tag. You are then given some controls to color the map with curvature (convex or concave). In the RS node editor then use a Vertex Attribute node with the vertex map tag as the source for the attributes. The VA node can then bu used like a texture map into the Displacement node. This is great but not a lot of control.
The real win was the suggestion to use the xpVertexMap object in the scene to create a Vertex Map tag on an object. Same connections as above but the xpVertexMap object allows a lot of control and has both AO and Curvature functions which can be layered! A beautiful technique.
Would you want me to post the project file even though it will have an X-Particles-specific object in it?
@Dr-Sassi Yes, I can do baking but that's not interesting. Saul and the folks on the RS forums explained that AO and Curvature cannot affect displacement because they are calculated after the geometry is modified, which, in hindsight, makes perfect sense. One cannot know the occlusion or curvature of the geometry until the geometry is in its final state. So, other than painting a Vertex Color or baking some kind of map there doesn't seem to be a fully procedural solution.