Triplanar mapping / stochastic texturing
Re: Triplanar mapping / stochastic texturing
By the way, your example on my testscene looks very good. I hope to see most of my meshes as non-problemaic,this issue regarding.
Re: Triplanar mapping / stochastic texturing
They are blended, there is no sudden transition. The seams are a consequence of lack of surface parametrization (i.e. UV-less) as I have explained before. It is something just shown by the usage of triplanar mapping (it is not a consequence of triplanar texture).
Anyway stick to the current problem, does the new UV-less rendering look right: posting.php?mode=quote&f=5&p=19285#pr19280
Re: Triplanar mapping / stochastic texturing
Personally I think it looks ok
But @lacilaci should know better how it should look
But @lacilaci should know better how it should look
Re: Triplanar mapping / stochastic texturing
You need to make a build Dade. In the morning I'll test it on few objects and see if it's a non-issue
Re: Triplanar mapping / stochastic texturing
Are there some issues with this? There's no new build aside some fixes by Simon I think.
Re: Triplanar mapping / stochastic texturing
I had to write the OpenCL code.
I pushed the source with UV-less bump map support for triplanar texture. It is enabled by default so you can try it with the current version of BlendLuxCore. However you need to use a specific node setup:
You must:
1) set the bump height to 100cm so BlendLuxCore will use a scale of 1 (to neutralize the node BlendLuxCore add under the hood);
2) than you must use a Multiply node to really scale the bump map intensity. Values are similar to usual bump map, something like 0.01 will work however the bump mapping is a bit stronger so you may have to adjust the value.
This is a test, we can than implement this support as a flag in BlendLuxCore "Bump" node (and BlendLuxCore can take care of the above stuff): something like "Enable UV-less".
Re: Triplanar mapping / stochastic texturing
Ok, thanks for this. But it needs to be much more straightforward. This even more emphasizes the need to have this embedded in image node. Like an UV/check (user input check for cases where uv exists but is shit - "has proper UV's = boolean yes/not check) and then auto enable scaling and maybe even enable multiplier for basic scaling and add tooltip that for advanced scaling a proper uv's are needed and a separate 3Dmapping node...Dade wrote: ↑Fri Jan 10, 2020 12:55 pmI had to write the OpenCL code.
I pushed the source with UV-less bump map support for triplanar texture. It is enabled by default so you can try it with the current version of BlendLuxCore. However you need to use a specific node setup:
uvless.jpg
You must:
1) set the bump height to 100cm so BlendLuxCore will use a scale of 1 (to neutralize the node BlendLuxCore add under the hood);
2) than you must use a Multiply node to really scale the bump map intensity. Values are similar to usual bump map, something like 0.01 will work however the bump mapping is a bit stronger so you may have to adjust the value.
This is a test, we can than implement this support as a flag in BlendLuxCore "Bump" node (and BlendLuxCore can take care of the above stuff): something like "Enable UV-less".
Re: Triplanar mapping / stochastic texturing
Suzanne looks OK.
Q: Is there any control to manipulate the overlay blending like it can be done with Cycles (Blend value)?
ie
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Edit
Ah, the Bump seems to have no effect where textures blend.
- Bump only
- Bump + Diffuse -----------------------------------------------------------------------------------------------------------------------------------------------
Edit2
Used another, different set of textures from CC0textures & well, this time everything looks OK.
e.g.
- Bump only
- Attachments
-
- Triplanar_test_LC.7z
- (4.78 MiB) Downloaded 224 times
Last edited by kintuX on Tue Jan 14, 2020 5:44 pm, edited 2 times in total.
Re: Triplanar mapping / stochastic texturing
So far I've been trying to keep main models with UV to avoid errors. Will test few things and how they look with deleted uvs afterwards tomorrow and report back