I’m trying to “substance design” Blender, I’m creating a library of procedural materials and I would like to use them to create tillable textures. As you may know procedural cycles textures (like the noise one) are not tillable.
It is possible to create a tillable texture using bake and a torus geometry like in this tutorial: https://youtu.be/CJUzDoK_PrM
Also this image can be illustrative: https://i0.wp.com/math.univ-lyon1.fr/~borrelli/Hevea/Presse/tore_revolution_taille_reduite.jpg
I have been testing with different torus “proportions” and still not found the right one, but technically it works.
Now that we have real-time preview of cycles textures in the view port (2.78) I was wondering if its possible to output that color information directly an a image (image editor) and then save the image or apply it to a object.
You could ask why? well I think that could be faster than bake and may be it have the possibility to extract several channels like diffuse normal roughness etc… at once. Also you can re-use that same image in another material all at the same time.
It is possible to create costume nodes in cycles but I’m not sure if its possible to create output nodes with just python or you need to touch blender hardcore code.
Here a fake screenshot of the idea: http://www.artoutproductions.com/wp-content/uploads/2016/09/BlenderSubstance_A001.jpg
May be all this is already planed for 2.8, and it will be a waste of time to do it for 2.7x series… not sure about that?
Any help or comment about that would be great.