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 Post subject: substance for mw??
PostPosted: Thu Jul 19, 2012 12:24 pm 
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Joined: Thu Aug 11, 2005 5:12 pm
Posts: 542
Location: Alfarnatejo, Málaga - Spain
could´nt that be a nice addition to mw materials?!
http://www.allegorithmic.com/getstarted

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Intel Core i/ 920 @ 4.0 GHz
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Cinema 4D 12
Maxwell II
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 Post subject: Re: substance for mw??
PostPosted: Thu Jul 19, 2012 2:34 pm 
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Joined: Wed Jun 07, 2006 6:02 pm
Posts: 465
Location: London
Procedural techniques are good for generating endless game content, but not much use for photoreal texturing.

For archviz I only use procedurals to generate 'fractal dirt' AmbientOcclusion maps - for use as mxm weightmaps.

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 Post subject: Re: substance for mw??
PostPosted: Fri Jul 20, 2012 3:51 pm 

Joined: Mon Apr 30, 2012 4:37 pm
Posts: 229
I kind of agree with andreD,
Procedural and generative textures can be very helpful in the assistance of material creation if not entire material creation, I have been playing around with filter forge and it seems to me to be a HUGE advantage.
Maxwell renders natural anti aliasing benefits from detail in even the finest levels, generative materials can be a solution for achieving extremely accurate detail without using endlessly large gigapixel textures...


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