Author Topic: Any way to randomise gamma within texture tiling?  (Read 1410 times)

2021-09-20, 14:03:53
Reply #15

romullus

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But why would you want straight square random gamma/hue patches on ground material? Doesn't sound very realistic to me :] Wouldn't it be better to apply same principle like above, just replace tiles map with noise, or some grunge texture? I'm struggle to think about scenario where random texture transformation would also require HSL randomisation per tile, but even if there are such, they probably are highly specific and wouldn't justify cluttering already crowded UI of UVWRandomization texmap.
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2021-09-20, 19:23:41
Reply #16

PROH

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No, you are right. Square random gamma/hue patches on ground material doesn't make much sence. Unless we get a way to add noise to the randomization edges - like the OSL randomization-map.

Regards

2021-09-20, 19:48:21
Reply #17

pokoy

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But why would you want straight square random gamma/hue patches on ground material? Doesn't sound very realistic to me :] Wouldn't it be better to apply same principle like above, just replace tiles map with noise, or some grunge texture? I'm struggle to think about scenario where random texture transformation would also require HSL randomisation per tile, but even if there are such, they probably are highly specific and wouldn't justify cluttering already crowded UI of UVWRandomization texmap.

Let's say you have a regular pattern for displacement, something that tiles of course, a grid for example, and you need to introduce some irregularities. I'd use that tiled map and compose a noise map over it, using a circular mask which blends to black on its borders so the noise isn't visible on tile borders. The multimap  would introduce different brightness/gamma to that circular map so each grid tile center would get variable contribution from the noise.

Maybe you remember the disco tile map from cebas, it was part of finalrender a long time ago. I had one job where I needed exactly this map. This mode would allow easy creation without workarounds. Of course, it was doable in other ways but not as easily.

I don't want to clutter the thread with my own thoughts but I happen to think that a way to randomize map properties without randomizing UVs might indeed be useful.

2021-09-21, 09:56:10
Reply #18

romullus

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You don't clutter the thread at all. If there's a need to improve funcionality of Corona tools, then users discussions is one of the way to make developers notice that.
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2021-09-21, 11:27:49
Reply #19

GeorgeK

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Hi everyone I believe we have something similar logged that should cover this as well.

(Report ID=CRMAX-734)
For solutions, troubleshooting, ticket requests please visit - [link]

2021-09-22, 09:41:12
Reply #20

Jpjapers

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Romulus your method would work great if I hadn't set everything up with real world uvs haha. But im glad there's interest in this!

2021-09-22, 10:37:03
Reply #21

romullus

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Real world scale is not an obstacle, because it's just a scale, it doesn't change anything. You just need to multiply tiles count by your fabric texture RW size and you will get exactly the same result. If your fabric has 50 by 50 cm RW size and you want 10 unique patches, you just need to set tiles to 500 by 500 cm RW size.
« Last Edit: 2021-09-22, 10:40:47 by romullus »
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2021-09-22, 11:02:45
Reply #22

Jpjapers

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2021-09-27, 16:31:58
Reply #23

maru

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This is a surprisingly hard task! :)
One thing I can think of is making the texture tiles dependent on the geometry faces. So for example if the fabric is supposed to be 10x10 tiles, the object would be a plane with 10x10 faces. Then you could use things like 3ds Max MaterialByElement modifier with Multimap's randomization by Material ID. Or the V8 randomization by polygon.
But if the fabric's geometry is independent from the texture tiling, it really gets tricky.

What I imagine here would be some kind of UVW Randomizer merged with Multimap node. Or Multimap randomization mode "By UVW Randomizer tiles". :)
I'll log it as a general feature request with a simple example and we will see what can be done about it. 

(Report ID=CRMAX-1006)
« Last Edit: 2021-09-27, 16:54:22 by maru »

2021-09-27, 19:08:31
Reply #24

romullus

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I would love to see this evolving in to Corona Tiles ;]
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