UVRandomMapping2D (and LocalRandomMapping3D)

Discussion related to the LuxCore functionality, implementations and API.
juangea
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Re: UVRandomMapping2D (and LocalRandomMapping3D)

Post by juangea » Tue Feb 23, 2021 2:27 pm

Awesome! it was one of the missing pieces, super great!

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B.Y.O.B.
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Re: UVRandomMapping2D (and LocalRandomMapping3D)

Post by B.Y.O.B. » Tue Feb 23, 2021 8:30 pm

B.Y.O.B. wrote:
Tue Feb 23, 2021 12:54 pm
LocalRandomMapping3D still to do.
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?
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random_3d.PNG

juangea
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Re: UVRandomMapping2D (and LocalRandomMapping3D)

Post by juangea » Tue Feb 23, 2021 8:55 pm

I had no chance to test it yet, does it work also per island? (Separated mesh parts in the same object)

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B.Y.O.B.
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Re: UVRandomMapping2D (and LocalRandomMapping3D)

Post by B.Y.O.B. » Tue Feb 23, 2021 9:08 pm

juangea wrote:
Tue Feb 23, 2021 8:55 pm
I had no chance to test it yet, does it work also per island? (Separated mesh parts in the same object)
Yes. It's one of the seed types, besides object ID.

juangea
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Re: UVRandomMapping2D (and LocalRandomMapping3D)

Post by juangea » Tue Feb 23, 2021 9:47 pm

Awesome! :D

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Sharlybg
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Re: UVRandomMapping2D (and LocalRandomMapping3D)

Post by Sharlybg » Wed Feb 24, 2021 8:33 am

That will make shader more natural and realistic.
Awesome job thanks ;)
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Dade
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Re: UVRandomMapping2D (and LocalRandomMapping3D)

Post by Dade » Wed Feb 24, 2021 11:19 am

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?
I should have fixed this problem.
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AndreasResch
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Re: UVRandomMapping2D (and LocalRandomMapping3D)

Post by AndreasResch » Wed Feb 24, 2021 11:36 am

Randomization for 3D-Mapping works as well now? Damn. Cheers, guys.

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