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Thread: Map Channels - Procedural / Texture

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    Moderator cellophane's Avatar
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    Map Channels - Procedural / Texture

    I'm trying to get a stone pattern onto my building and according to the wiki I can use a procedural map (and?)/or a texture map but I can't figure it out. I have my stone texture and can apply it but I'd like to apply a procedural map as well to cut down on the tiling effect. Can I even have multiple channels for a material or am I stuck with one or the other?

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    Senior Member rkitect's Avatar
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    Well, the Revit procedural abilities are pretty limited, in fact here's a list of the procedural tools they have available: Procedural Maps - WikiHelp

    You may be able to modify a checker or tile procedural to achieve what you want. I think what you may be saying about using Procedural AND texture is that you can nest a texture map into a procedural map, like this: http://gibsonhh.info:8081/revit/vide...03-15_1058.swf

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    Moderator cellophane's Avatar
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    hmm. looks like I was doing it backwards. I'll give it a shot shortly. Thanks.

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    Senior Member rkitect's Avatar
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    The thing to remember is that you can't nest a material into a procedural map. So if you want the stone material to have a good depth, you will have to photoshop that since the tile appearance options in the tile procedural map does not give you a bump map feature [that I saw, this is honestly my first attempt at this].

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    Moderator cellophane's Avatar
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    Quote Originally Posted by revittotd View Post
    The thing to remember is that you can't nest a material into a procedural map. So if you want the stone material to have a good depth, you will have to photoshop that since the tile appearance options in the tile procedural map does not give you a bump map feature [that I saw, this is honestly my first attempt at this].
    I think you can nest it (if I'm not botching terminology or we aren't talking about the same thing). The procedural maps can also be nested into each other. Now to figure out how to get the colors correct...

    I'm excited for what this can do for grass textures! now we just need displacement mapping!
    Last edited by cellophane; March 15th, 2013 at 04:54 PM.

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    Member cerb0z's Avatar
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    Quote Originally Posted by cellophane View Post
    now we just need displacement mapping!
    And gamma correction, HDR maps etc.
    Last edited by cerb0z; March 16th, 2013 at 06:44 PM.

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