xgen controlling mask density with ptex map and todds expression

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  02 February 2018
xgen controlling mask density with ptex map and todds expression

trying to control xgen ptex density mask map for a forest,
1) too dense so tried using todds the xgen creators' expression:

$b=1.00;#00.000, 1.000

was i correct in using for say my map his expression adjusted as this::

$b=1.00;#00.000, 1.000

sometimes it worked ie first time, if you then updated to a different ptex file that has worked
previously without his expression ,it failed,
then in further attempts refuses to recognise ptex file at all.
or even recognise todds own script.

2) does xgen see greys at all in a ptex map, my tests see any percentage of grey as full white.


3) what additional expression do you add to : todds expression to add darker noise to your texture map
for additional breakup of map.

$b=1.00;#00.000, 1.000

thanks any help
  02 February 2018
an additional problem is the apparent inability of xgen to follow a ptex map at lower densities,
at higher density roughly fits ptex map, at lower density seems to drift away from white areas,


Last edited by cunnax : 02 February 2018 at 06:09 AM.
  02 February 2018
you should use mash for this type of work, it's much much more convenient.
  02 February 2018
yes, re mash
starting to realise xgen doesnt have a clue which 3d paint file its painting to, you update the iff file and it still uses the old one if you shut maya down and restart, quite how it manages that i havent got a clue.

seems to write 3d paint files to 2 locations at the same time, one being hidden.

starts off

actual file seems to be
file path to 3dpaint file is
sourceimages\3dPaintTextures\sphere_one_m_xgen_tes t_d_v1\pSphereShape1_collection_one_metre_one_metr e_mask_sphere_onem.iff

but there is another location that is empty

D:\your_project\xgen\collections\collection_one_me tre\one_metre\paintmaps\mask_sphere_onem

no wonder you cant switch maps predictably,

add on top anything bigger than 10m stops operating in realtime. and you are given no clue at all how long it will take to update if at all,
plus stupid defaults of preview 100% density 100% that will grind to halt from first use.


tried autodesk method:
1 geo needs maya lambert or maya surf shader not arnold shader to trigger 3d paint
2 create xgen
3 no : or spaces in path
4 up date preview off
5 collection edit file path check
6 set preview and density to count 0 absolute must do this or system will halt
8 create density map, white map res 30 or greater
9 save ma file
10 press paint make sure attribute is density mask
11 press paintbrush 3paint assign edit text res def 1024
12 iff wont appear till you assign edit textures
13 in hypershade locate file texture path
14 should be iff file in sourcimages 3d paint
15 in fcheck open this iff and save as tiff
16 in photoshop repaint
17 save tiff and load in fcheck save as iff same name
17*here for me personally it will overwrite the iff file but xgen ignores that and carries on using old file

if this system works for you great, it does one out of 10 times,

When you save your file pressing accept on your expressions doesnt guarantee to save the expression,
seems to sometimes just load the default map expression.

in the real world its
it still fails and locks up on say a
21m sphere 10000 faces locks up 10min nothing

let alone trying to work on a realworld terrain min 500k polys to realworldscale, forget it.

this software plugin was designed to fur creatures up to say 2 or 3m in scale is my conclusion.

Last edited by cunnax : 02 February 2018 at 10:42 PM.
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