Тайлинг процедурных текстур и Placement mapping|Tiling procedurals and Placement mapping

Небольшой трюк, вполне простой, но возможно не совсем очевидный. Для создания шероховатостей, детальной фактуры и прочей высокочастотности обычно используется какой-нить fractal или noise с большим числом repeat, что приводит к явному тайлингу:

A little trick, pretty simple, but maybe not very obvious. To create coarse surfaces, detailed textures and other high frequency stuff we often use fractal or noise with high value of repeat, that leads to visible tiling:

Fractal with high repeat value reveals tiling

Fractal with high repeat value reveals tiling

Можно попытаться разбавить другими нойзами, но есть решение куда лучше…

We can try to mix it with other noises, but there is a better solution…

Атрибуты в place2dTexture можно замаппить, т.е. сместить плейсмент уже затайленного нойза другим нойзом. В данном случае я использовал два фрактала с влюченным animated и разными значениями time для U и V каналов translateFrame:

Attributes of place2dTexture could be mapped, i.e. placement of already tiled noise could be shifted by another noise. In this case I used two fractals with animated turned on and different time values for U and V channels of translateFrame:

Two different fractals drive translateFrame for another fractal

Two different fractals drive translateFrame for another fractal

В результате этого, тайлинг исчезает:

As a result, tiling is gone:

Visible tiling is eleminated by translateFrame mapping

Visible tiling is eleminated by translateFrame mapping

Repeat этих двух фракталов лучше оставить в значении 1 1, а основной можно модифицировать как угодно, вот, к примеру, repeat 1 1 и на нем:

Repeat of these two fractals should better be left as 1 1, but main one can be modified freely, for example, here’s the result of repeat 1 1 set for it:

Fractal with one repeat still broken by two other fractals

Fractal with one repeat still broken by two other fractals

Сцена примера: Example scene: 08_proctiling_01.rar

Более того, маппингом плейсмента можно делать ремаппинг текстур, переназначая uvCoord значения (красный традиционно координата по U, а зеленый по V):

Futhermore, via placement mapping we can remap textures, redefining uvCoord values (traditionally red is U and green is V):

Circular checker via radial ramp

Circular checker via radial ramp

Сцена примера: Example scene: 08_proctiling_02.rar

Messed up grid

Messed up grid

ну и массу забавных и странных паттернов 🙂

as well as a lot of funny and weird patterns 🙂

Cloth remapped with water

Cloth remapped with water

Checker remapped with cloth

Checker remapped with cloth

Grid remapped with fractal and circular ramp

Grid remapped with fractal and circular ramp

Bulge remapped with bulge

Bulge remapped with bulge

Posted on July 5, 2009 at 03:15 by · Permalink
In: Render · Tagged with: , , , , , , , , ,

12 Responses

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  1. Written by donguzzini
    on 2009.07.05 at 13:37
    Permalink

    респектыбл )

  2. Written by Giap
    on 2009.07.08 at 03:08
    Permalink

    This is a very cool tip. However, I wonder you connected the “time” or “outalpha” of 2 fractures to “translateUV”? Cause when I try with the “time”, I still see the tile but when I try the “outalpha” the tile disappear and got the same result like yours. But, when I change the “repeat” UV back to 1:1 (the main fracture). I don’t have the same result like yours.

    I wonder if you don’t mind upload your scene so I can compare. Because so far, I don’t see I didn’t anything wrong with the connection.

    Thank you.

  3. Written by Sagroth
    on 2009.07.08 at 03:29
    Permalink

    It’s outAlpha, of course. It’s shown on the second picture here. I modify ‘time’ just to make those two fractals different from one another or you’ll get diagonal patterns.

    No problems, here’s the scene:
    08_proctiling_01.rar

  4. Written by Nico
    on 2010.02.07 at 18:21
    Permalink

    Could you explain how you get the circular checker? I can’t figure it out. When I try I get something similar but it’s not like yours. It seems you are blending something in the ramp. If you could post the scene would be cool. By the way this is a really cool trick with the remapping.
    Cheers Nico

  5. Written by Sagroth
    on 2010.02.07 at 20:09
    Permalink

    Sure, here’s the scene with circular checker:
    08_proctiling_02.rar

  6. Written by Nico
    on 2010.02.07 at 23:09
    Permalink

    Aah the color offset. Ok thanks man.

  7. Written by pacmaniac
    on 2011.04.16 at 00:56
    Permalink

    Sagroth, опиши пожалуйста подробней как делался Bulge remapped with bulge, что куда соединять.

  8. Written by Sagroth
    on 2011.04.16 at 01:54
    Permalink

    Боюсь я сейчас уже не вспомню… А сцены не осталось 🙂

  9. Written by him
    on 2011.07.08 at 00:16
    Permalink

    hey mate, bulge remapped with bulge is amazing! how did you do that?

  10. Written by Sagroth
    on 2011.07.08 at 04:54
    Permalink

    I fear I’ve lost this scene 🙁 Besides that, it’s just a displacement 🙂

  11. Written by Mitch
    on 2012.03.29 at 06:01
    Permalink

    Very interesting. Thanks.

  12. Written by nngicco
    on 2013.11.29 at 21:37
    Permalink

    Thanks man!! great example! useful a lot :D!!

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