EdgeMaster
(1EdgeMaster)
April 22, 2018, 7:12pm
21
CarlG:
I prefer to think of it as being âfor dumb artistsâ If using this for the shading, youâre pretty much set for having it setup correctly. If like before, you downloaded or reused from old downloaded asset or trusted youtube tutorials or did your own guesswork - youâre pretty much setup for getting it wrong.
And, itâs only the shading stage. The images below use the principled shader, but for the tiled version there are many nodes doing the tiling. Untiled, a seamless 2k texture shows obvious repeats and is completely unusable as a floor texture.
Tiled using a node setup, same seamless 2k texture you can find areas telling you that itâs from the same texture, but you really have to look for it. If I mixed two seamless textures using different coordinates and scaling and rotation per tile âIDâ, it would hide the fact even more.
The idea Iâm using is combining two hexagonal texture generators (from brick procedural addon I think) which both outputs grout and âCell IDâ. These IDs goes through noise texture and is added together. Then I add that to object texture coordinates, but also R rescales X, G rescales Y, and B rotates the actual texture differently for each cell. With 2k textures I can scale it bigger and help prevent this lookup to result in too equal sections being used. Well, most of the time. If you look hard, youâll see neighboring parts obviously coming from the same area of the texture, x and y and rotation outputs not doing enough to hide it (a different seed would help). But still, it looks tons better than simply feeding it a seamless tiled image:
[ATTACH=CONFIG]514707[/ATTACH]
[ATTACH=CONFIG]514708[/ATTACH]
Can we see a node set up for this technique? It looks awesome.
CarlG
(CarlG)
April 25, 2018, 3:43am
23
I was just messing around, not sure I saved it but Iâll have a look. Anyway, itâs the same principle as this stuff , except Iâm applying the technique on a simple checker (brick texture) rather than hexagonal stuff (where I may also be doing some skewing of coordinates - x=x+ny, y=y+nx and so on).