UVRandomMapping2D (and LocalRandomMapping3D)
Re: UVRandomMapping2D (and LocalRandomMapping3D)
Awesome! it was one of the missing pieces, super great!
Re: UVRandomMapping2D (and LocalRandomMapping3D)
This is now also done.
When the "Random Rotation" etc. checkboxes are disabled, the same values are used for min/max internally.
The only weird thing is, it doesn't really behave like a "Local" mapping. E.g. when I rotate one of the cubes, the 3D texure is not rotated along. Maybe because the randomly chosen transformation matrix is here not divided by hitPoint.localToWorld? Is this a bug in the LuxCore code or am I misunderstanding something?
Re: UVRandomMapping2D (and LocalRandomMapping3D)
I had no chance to test it yet, does it work also per island? (Separated mesh parts in the same object)
Re: UVRandomMapping2D (and LocalRandomMapping3D)
Yes. It's one of the seed types, besides object ID.
Re: UVRandomMapping2D (and LocalRandomMapping3D)
That will make shader more natural and realistic.
Awesome job thanks
Awesome job thanks
Re: UVRandomMapping2D (and LocalRandomMapping3D)
I should have fixed this problem.B.Y.O.B. wrote: ↑Tue Feb 23, 2021 8:30 pm The only weird thing is, it doesn't really behave like a "Local" mapping. E.g. when I rotate one of the cubes, the 3D texure is not rotated along. Maybe because the randomly chosen transformation matrix is here not divided by hitPoint.localToWorld? Is this a bug in the LuxCore code or am I misunderstanding something?
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Re: UVRandomMapping2D (and LocalRandomMapping3D)
Randomization for 3D-Mapping works as well now? Damn. Cheers, guys.