Tiling procedurals and Placement mapping

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

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

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

As a result, tiling is gone:

Visible tiling is eleminated by translateFrame mapping

Visible tiling is eleminated by translateFrame mapping

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

Example scene: 08_proctiling_01.rar

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

Example scene: 08_proctiling_02.rar

Messed up grid

Messed up grid

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

6 Responses to “Tiling procedurals and Placement mapping”

  1. donguzzini - July 5, 2009

    респектыбл )

  2. Giap - July 8, 2009

    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. Sagroth - July 8, 2009

    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. Nico - February 7, 2010

    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. Sagroth - February 7, 2010

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

  6. Nico - February 7, 2010

    Aah the color offset. Ok thanks man.

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