I credited the right paper but the wrong author. I was assuming the author of the WebGL demo was the same of the paper.Rsharma wrote: ↑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.
Histogram-preserving Blending for Randomized Texture Tiling (aka Procedural stochastic texturing)
Re: Histogram-preserving Blending for Randomized Texture Tiling (aka Procedural stochastic texturing)
Re: Histogram-preserving Blending for Randomized Texture Tiling (aka Procedural stochastic texturing)
Thank you for fixing it! Great implementation btw!Dade wrote: ↑Thu Aug 27, 2020 9:15 pmI credited the right paper but the wrong author. I was assuming the author of the WebGL demo was the same of the paper.Rsharma wrote: ↑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.
Re: Histogram-preserving Blending for Randomized Texture Tiling (aka Procedural stochastic texturing)
I'm not sure if they can be of any real use or just clutter the UI. Our current defaults (Randomize tiles on, 3 tiles, high quality blending, exponential blending) should be good for all seasons. Did you find some alternatively useful setup ?
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Re: Histogram-preserving Blending for Randomized Texture Tiling (aka Procedural stochastic texturing)
Count me in for that. This would be amazing and add so much more variance to scenes if necessary. In Blender I use UV randomization all the time. This and the Bevel Shader (which I see you are already working on) would be awesome improvements.
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Re: Histogram-preserving Blending for Randomized Texture Tiling (aka Procedural stochastic texturing)
Here's an example where randomized UV rotation comes in very handy. This are instances of the same object (same material of course) and all the wood grain is oriented differently, as it is in real life. I sometimes have dozens of them in scenes and this variance makes all the difference.
Re: Histogram-preserving Blending for Randomized Texture Tiling (aka Procedural stochastic texturing)
Ok but I was talking of the "Tiling" section of the UI panel: Randomized UV and Randomized Tiling are somewhat 2 separate and uncorrelated topics.AndreasResch wrote: ↑Fri Aug 28, 2020 2:40 pm Here's an example where randomized UV rotation comes in very handy. This are instances of the same object (same material of course) and all the wood grain is oriented differently, as it is in real life. I sometimes have dozens of them in scenes and this variance makes all the difference.
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Re: Histogram-preserving Blending for Randomized Texture Tiling (aka Procedural stochastic texturing)
I understand. But if you look at that Randomization dialog from Corona, it has a randomize option for the W axis. So with 1 tile and W randomization turned on, you will get the same result, right? Having some randomization in the Triplanar Mapping node would do the job as well.Dade wrote: ↑Fri Aug 28, 2020 3:11 pmOk but I was talking of the "Tiling" section of the UI panel: Randomized UV and Randomized Tiling are somewhat 2 separate and uncorrelated topics.AndreasResch wrote: ↑Fri Aug 28, 2020 2:40 pm Here's an example where randomized UV rotation comes in very handy. This are instances of the same object (same material of course) and all the wood grain is oriented differently, as it is in real life. I sometimes have dozens of them in scenes and this variance makes all the difference.
Re: Histogram-preserving Blending for Randomized Texture Tiling (aka Procedural stochastic texturing)
Heads up... tools are available in a web browser.
source: https://twitter.com/i/status/1318566180546879489
Tool to Make your texture tileable with histogram-preserving blending
"Disclaimer: this is a CPU implementation that runs in javascript. The GPU implementation presented in the paper is orders of magnitude faster. "
So yeah, thanks again to everyone involved in implementing it!
source: https://twitter.com/i/status/1318566180546879489
Tool to Make your texture tileable with histogram-preserving blending
"Disclaimer: this is a CPU implementation that runs in javascript. The GPU implementation presented in the paper is orders of magnitude faster. "
So yeah, thanks again to everyone involved in implementing it!