Hi, one question: i want to replace the diffuse colortexture in the compositor, but the new texture is not extended.
Is it possible and how?
example image below
Hmmm, you need a translate node with wrapping turned on? But that wont repeat the image. You may have to mix 2 together?
Could you split the wall plane and create an overlapping UV that is flipped to get correct mirroring (if required)?
3Pointedit was on to something. Try to combine the new diffuse image with itself with a mix node or alpha_over node by offsetting one of the layers with a translate node and then pipe that to the map_uv node. See attached image for an example.
Hi,
@ browneditor: thanks, with your tipp i learned how to scale and tile my new texture, i needed it too.
@ 3pointEdit: it seems that is sadly necessary to avoid uv-islands outside of the original texture
i don’t now if it is a bug or simply impossible… more tipps or ideas are welcome
Image with translated texture
Attachments
BTW the UV mapped texture isn’t reflecting on the floor :o
I really like those renders they are sweet.
thank you
now i changed the uv layout , and used browneditor’s tipp, but it needs a lot of adjustments, not really a technic for huge objects with tiled textures…
Attachments
Thanks for the image of the technique I gave you. I thought it would be for small areas. Another idea came to mind. If you have gimp, try to use the filter to make seemless. Make sure its resolution is of the power2 (256256, 512*512, etc). Create an empty and load that image into a texture slot. In the texture slot image mapping adjust the repeat parameters. Now into the compositor, load the texture node and choose the repeatable texture. This might work or might not. See attached images for the filter make seemless and image mapping examples.
- make seemless
- image mapping
[ATTACH=CONFIG]251753[/ATTACH]
I hope this works out for you.
Wow, cool tipp!!! :eek:
i switched back to blender render, added the new texture and loaded this texture as input in the compositor. much better than using an image input. no more image translation !
(Later i will try it with the old uv-layout)
Image:
Attachments
sadly it’s not working with the old uv-layout, and the id-mask can’t look through glass…
Is the glass objects transparent material or raytrace material? Are they on separate render layers with raytrace material shader. see attachment for the blender internal render engine.
next test, not very subtle…
so, now the windows are on a different layer. i don’t use BI (never liked it very much, too slow etc, i’m a yafaray fanboy) so it’s cycles, glass is a faked cycles-glas: mixed Tranparent+Glossy shader
I’m not very used to switching between BI and cycles for finding missing cycles-features, the texture-input-tipp was great.