I should have fixed the problem.
Triplanar mapping / stochastic texturing
Re: Triplanar mapping / stochastic texturing
Yes, it works as expected, now. I set local mapping as default for triplanar mapping but leave 3d mapping node. if someone wish to use global mapping or uv mapping for some reason he can plugin a 3d mapping node.
Re: Triplanar mapping / stochastic texturing
How do you scale the map/texture tiling?
Re: Triplanar mapping / stochastic texturing
Re: Triplanar mapping / stochastic texturing
Ooohh, it seems to be working really good guys. (just a quick test so far)
I love this feature instantly.
I don't see much reason for 3 different texture inputs though and also why this should be a separate node.
This could easily be a checkbox in image node and thus making the texture being used as projection in all 3 axes and switching existing "2D mapping" input from image node to a "3D mapping" input
(maybe for the sake of flexibility also keep separate node)
Does rotating axes in local mapping rotate each respective projection or does it rotate texture completely?
Using it on bump mapping produces this weird "seam"? using on diffuse everything seems ok Pleeeeease tell me you can fix this.
I love this feature instantly.
I don't see much reason for 3 different texture inputs though and also why this should be a separate node.
This could easily be a checkbox in image node and thus making the texture being used as projection in all 3 axes and switching existing "2D mapping" input from image node to a "3D mapping" input
(maybe for the sake of flexibility also keep separate node)
Does rotating axes in local mapping rotate each respective projection or does it rotate texture completely?
Using it on bump mapping produces this weird "seam"? using on diffuse everything seems ok Pleeeeease tell me you can fix this.
Re: Triplanar mapping / stochastic texturing
It almost seems as if the bump mapping flips at the seam.
Re: Triplanar mapping / stochastic texturing
It seems to work fine here:
The mapping direction is also consistent among sides (notice the 0,0 => 1,1 position on side, top, etc.):
How do you trigger the problem ?
The mapping direction is also consistent among sides (notice the 0,0 => 1,1 position on side, top, etc.):
How do you trigger the problem ?
Re: Triplanar mapping / stochastic texturing
Squash the ball in vertical axis for example so that the projections from sides get stretches almost to the center, then it starts breaking with bump mapping... If you have problem replicating I will post some example scene later. I'm busy and also testing some animations with luxcore.
Re: Triplanar mapping / stochastic texturing
Another issue with this, related to opencl
opencl cpu scene is a mess cause I'm testing animations in it chairs are instances and parented to empty objects that are animated(rotation). Cpu seems to handle it ok but opencl somehow freaks out.
here's quick animation, where you can see almost as if one side is missing projection or something(it's near black) on cpu this doesn't happen I can't share the scene cause of the chair, but I might try to replicate this on a primitive object tomorrow... If I can.
By the way, the scene has a bakeg gi, but none of chair materials are using it (so that it is stable during anim.) if it's of any significance.
EDIT: this is definitely related to animation, cause when I move camera it looks ok at first but when I slide animation and render another frame then again a side of the object goes black. Maybe it's because chair parts are parented to the animated object? So might be related to how the hierarchy is exported from blender?? IT's however unrelated problem to the original bump mapping seam
opencl cpu scene is a mess cause I'm testing animations in it chairs are instances and parented to empty objects that are animated(rotation). Cpu seems to handle it ok but opencl somehow freaks out.
here's quick animation, where you can see almost as if one side is missing projection or something(it's near black) on cpu this doesn't happen I can't share the scene cause of the chair, but I might try to replicate this on a primitive object tomorrow... If I can.
By the way, the scene has a bakeg gi, but none of chair materials are using it (so that it is stable during anim.) if it's of any significance.
EDIT: this is definitely related to animation, cause when I move camera it looks ok at first but when I slide animation and render another frame then again a side of the object goes black. Maybe it's because chair parts are parented to the animated object? So might be related to how the hierarchy is exported from blender?? IT's however unrelated problem to the original bump mapping seam
Re: Triplanar mapping / stochastic texturing
Ok, just hit render and observe
The second one, where the whole triplanar map gets weird is probably due to animation and parents..
the scene is set to render mid animation frame so you should clearly see all what's going wrong.
So the first problem seems to be related to high repetition or high frequency of details in a texture.
The second one, where the whole triplanar map gets weird is probably due to animation and parents..
the scene is set to render mid animation frame so you should clearly see all what's going wrong.