Search found 4711 matches
- Thu Jan 09, 2020 11:28 am
- Forum: Development
- Topic: Triplanar mapping / stochastic texturing
- Replies: 123
- Views: 52931
Re: Triplanar mapping / stochastic texturing
The author of the technique byob shared is the same developer who wrote the tangent space normal mapping standard we use in lux. He has actually posted a new method that is state of the art. It also allows mixing of bump and normal maps, and to my knowledge doesn't require uvs. He also provides sou...
- Thu Jan 09, 2020 10:41 am
- Forum: Development
- Topic: Triplanar mapping / stochastic texturing
- Replies: 123
- Views: 52931
Re: Triplanar mapping / stochastic texturing
The author of the technique byob shared is the same developer who wrote the tangent space normal mapping standard we use in lux. He has actually posted a new method that is state of the art. It also allows mixing of bump and normal maps, and to my knowledge doesn't require uvs. He also provides sou...
- Thu Jan 09, 2020 9:43 am
- Forum: Development
- Topic: Triplanar mapping / stochastic texturing
- Replies: 123
- Views: 52931
- Wed Jan 08, 2020 8:06 pm
- Forum: Development
- Topic: A baking test scene
- Replies: 165
- Views: 115838
Re: A baking test scene
Is it possible to exclude some objects from baking? I know one can change render settings individually editing the config file, but naming conventions are still a bit difficult for complex scenes, and finding the correct objects is quite hard... But even with small render setting these objects do r...
- Wed Jan 08, 2020 3:41 pm
- Forum: Development
- Topic: Triplanar mapping / stochastic texturing
- Replies: 123
- Views: 52931
Re: Triplanar mapping / stochastic texturing
Cycles seems to use this method: Bump Mapping Unparameterized Surfaces on the GPU https://github.com/sobotka/blender/blob/master/intern/cycles/kernel/shaders/node_bump.osl As far as I understand, this looks like bump mapping done in "screen space". It uses the partial derivative of screen...
- Wed Jan 08, 2020 2:51 pm
- Forum: Development
- Topic: Triplanar mapping / stochastic texturing
- Replies: 123
- Views: 52931
Re: Triplanar mapping / stochastic texturing
Why should UV's have something to do with Triplanar? I mean, Triplanar is there to avoid UV's so in any case Triplanar should ignore current UV's, right? See above, it is (supposed to be) a problem specific bump mapping (and some other specific stuff like anisotropic highlights orientation of gloss...
- Wed Jan 08, 2020 2:49 pm
- Forum: Development
- Topic: Triplanar mapping / stochastic texturing
- Replies: 123
- Views: 52931
Re: Triplanar mapping / stochastic texturing
Both of these issues only go completely away with proper UV's (at which point you might as well use that instead of triplanar!) This problem is present only for bump mapping and I'm not aware of a solution. To explain the problem: you need a XYZ reference system to apply bump mapping. The shading n...
- Wed Jan 08, 2020 10:38 am
- Forum: User Support
- Topic: ENV cache persistence
- Replies: 29
- Views: 11722
- Wed Jan 08, 2020 10:37 am
- Forum: Development
- Topic: Triplanar mapping / stochastic texturing
- Replies: 123
- Views: 52931
Re: Triplanar mapping / stochastic texturing
I should have already fixed that bug, you just need binaries from the very last sources. So the daily build on github either isn't up to date, or the problem(s) still exists. I should have now fixed this problem too: it was related to using a transformation in triplanar node (it was already working...
- Wed Jan 08, 2020 10:27 am
- Forum: User Support
- Topic: ENV cache persistence
- Replies: 29
- Views: 11722