Material/Texture rework in v2.4

Discussion related to the Engine functionality, implementations and API.
stansu
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Re: Material/Texture rework in v2.3

Post by stansu » Thu Jun 13, 2019 9:25 am

randomize UV and color like Cycles' object_info node. :D

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FarbigeWelt
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Re: Material/Texture rework in v2.3

Post by FarbigeWelt » Thu Jun 13, 2019 9:56 am

What I miss is a enhanced checkerboard 3D texture.
Enhancement shall be
1. prio random patterns
2. prio color blend / gradient or texture

Random patterns means rectangle patterns like original checkerboard but with random two color pattern.
Example
x,o filled rectangles of one color, a gradient set or texture

Code: Select all

ooxo
xxxo
oxox
xoox
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epilectrolytics
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Re: Material/Texture rework in v2.3

Post by epilectrolytics » Thu Jun 20, 2019 2:40 pm

Rough glass should be faster (like it was in old LuxRender) and compatible with dispersion.
I never get realistic reflections out of clear glass because it is too perfect, most real glasses, plastics or even water have little surface imperfections/particles making reflections a bit rougher.
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lacilaci
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Re: Material/Texture rework in v2.3

Post by lacilaci » Wed Jun 26, 2019 8:07 am

A multimap that would allow to load several textures then randomly assign them per object (ideally per UV island but I don't know if that's possible)
Although this could be a blendluxcore feature I guess

here's how it works in corona: https://www.youtube.com/watch?time_cont ... iRRR6vgsEM

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epilectrolytics
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Re: Material/Texture rework in v2.3

Post by epilectrolytics » Thu Jun 27, 2019 8:38 pm

What about texture blending?
- make "unseamless" (seamful?) textures tileable
- blend over seams on non-planar objects like cubes
- randomly rotate tiles to avoid repetitions
- blend over small fractal pic at different sizes on itself - faster than procedural

Just mentioned in another thread by Dade: Texture compression (maybe geometry compression too?) for better VRAM utilisation.
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Sanekum
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Re: Material/Texture rework in v2.3

Post by Sanekum » Sat Jun 29, 2019 7:09 am

Multimap
Bevel shader
AO\Dirt shader

wasd
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Re: Material/Texture rework in v2.3

Post by wasd » Sat Jun 29, 2019 3:35 pm

Currently, bump doesn't work at all, so I propose to replace it with something.
For example:
https://jo.dreggn.org/home/2017_normalmap.pdf

Also, there's this paper and sample code for thin film interference:
https://www.ci.i.u-tokyo.ac.jp/~hachisuka/mcp.pdf
https://www.gamedev.net/articles/progra ... ics-r2962/
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happyboy
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Re: Material/Texture rework in v2.3

Post by happyboy » Sat Jun 29, 2019 3:39 pm

I'm interested in my features mentioned above, but there are two most important ones that might be a deal-breaker for me:
* multiple uv maps (Most of our normal-mapped meshes have two uv sets, one is generated during normalmap baking)
* AO/dirt shader (I mean raytraced texture like VRay's VRayDirt, not pre-baked AO maps as used in games)

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B.Y.O.B.
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Re: Material/Texture rework in v2.3

Post by B.Y.O.B. » Tue Jul 02, 2019 3:30 pm

I have split some posts about bump mapping into a separate thread:
viewtopic.php?f=10&t=1195
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epilectrolytics
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Re: Material/Texture rework in v2.3

Post by epilectrolytics » Sun Jul 14, 2019 8:01 pm

The recently added Disney shader could be upgraded to the newer version with refraction, SSS color etc for better compatibility with Cycles.
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