Histogram-preserving Blending for Randomized Texture Tiling (aka Procedural stochastic texturing)

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Dade
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Histogram-preserving Blending for Randomized Texture Tiling (aka Procedural stochastic texturing)

Post by Dade » Thu Aug 27, 2020 11:45 am

I have the first working version of the support for Brent Burley's "Histogram-preserving Blending for Randomized Texture Tiling" (aka Procedural stochastic texturing).

Given this image map:

pattern-3.jpg

A normal tiled rendering will look like:

rt0a.jpg

While with randomized tiling:

rt0b.jpg

Another example:

pattern-7.jpg
rt1a.jpg
rt1b.jpg

The support can be enabled by just setting the ".randomizedtiling.enable" property to 1:

Code: Select all

scene.textures.imgtex.file = pattern-3.jpg
scene.textures.imgtex.randomizedtiling.enable = 1
Quite amazing stuff !
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neo2068
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Re: Histogram-preserving Blending for Randomized Texture Tiling (aka Procedural stochastic texturing)

Post by neo2068 » Thu Aug 27, 2020 11:49 am

This is really cool. :o Great feature! :D
i7 5820K, 32 GB RAM, NVIDIA Geforce RTX 2080 SUPER + GTX 1080, Windows 10 64bit, Blender 2.83.4
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SATtva
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Re: Histogram-preserving Blending for Randomized Texture Tiling (aka Procedural stochastic texturing)

Post by SATtva » Thu Aug 27, 2020 1:14 pm

OMFG!

(Yes, I still got the forum feed in my mail client and logged in just to tell Dade how amazed I am. :D)

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Sharlybg
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Re: Histogram-preserving Blending for Randomized Texture Tiling (aka Procedural stochastic texturing)

Post by Sharlybg » Thu Aug 27, 2020 1:19 pm

Another strike in the right field. Well done Dade.
SATtva wrote:
Thu Aug 27, 2020 1:14 pm
OMFG!

(Yes, I still got the forum feed in my mail client and logged in just to tell Dade how amazed I am. :D)
Good to see that you are still arround. :mrgreen:
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B.Y.O.B.
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Re: Histogram-preserving Blending for Randomized Texture Tiling (aka Procedural stochastic texturing)

Post by B.Y.O.B. » Thu Aug 27, 2020 2:21 pm

This is now available in the Blender addon, so you can play around with it. It's an option in the imagemap node.
Note that you will have to switch the device to CPU to use it, until GPU support is implemented.

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Sharlybg
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Re: Histogram-preserving Blending for Randomized Texture Tiling (aka Procedural stochastic texturing)

Post by Sharlybg » Thu Aug 27, 2020 2:23 pm

B.Y.O.B. wrote:
Thu Aug 27, 2020 2:21 pm
This is now available in the Blender addon, so you can play around with it. It's an option in the imagemap node.
Note that you will have to switch the device to CPU to use it, until GPU support is implemented.
That is fast thanks BYOB !
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Dade
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Re: Histogram-preserving Blending for Randomized Texture Tiling (aka Procedural stochastic texturing)

Post by Dade » Thu Aug 27, 2020 2:52 pm

B.Y.O.B. wrote:
Thu Aug 27, 2020 2:21 pm
Note that you will have to switch the device to CPU to use it, until GPU support is implemented.
I have also yet to write single channel and check bump mapping support.
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kintuX
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Re: Histogram-preserving Blending for Randomized Texture Tiling (aka Procedural stochastic texturing)

Post by kintuX » Thu Aug 27, 2020 4:45 pm

Good looking and a necessary addition. 8-)

BTW
Are there any plans for custom controls like U&V offset, rotation & scale, amount and type of blending?
Here's corona's version for example
rndmztn-ctrls.jpg

Rsharma
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Re: Histogram-preserving Blending for Randomized Texture Tiling (aka Procedural stochastic texturing)

Post by Rsharma » Thu Aug 27, 2020 9:10 pm

This research is from Brent Burley and Eric Heitz not Benedict.
http://jcgt.org/published/0008/04/02/
https://eheitzresearch.wordpress.com/722-2/
Please credit them.

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