Author Topic: New UVW Randomizer playground!  (Read 33369 times)

2020-05-28, 14:48:38

GeorgeK

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From the Corona Renderer 6 Daily Builds Changelog:

Added (randomized) tiling support to UvwRandomizer map:
- You can specify how many tiles to make in each (U-V) direction
- Optionally each tile can have different randomization applied
- https://corona-renderer.com/comparer/hCPRU4
- https://corona-renderer.com/comparer/7wCz5x
- https://corona-renderer.com/comparer/CDkWvE

How it works:



To enable tile randomization, navigate to your UVWRandomizer texmap, and enable Randomize each tile. You can then control the number of tiles and tile blending accordingly.



Setting UV offset ranges above 1.0 and W- Rotation to different ranges (f.e. 0-360) will assist with the randomization of the texture.

Note: Either an object with correct UVW mapping is required for this to work (unwrapping or UVW map modifier), or you can use the UVW Randomizer in combination with the Corona Triplanar map to both randomize the texture and prevent seams and stretching, without the need for UVWs.

Feel free to post your results!

You can always get the newest build at the usual location: [Link]
« Last Edit: 2020-05-28, 14:51:32 by maru »
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2020-05-28, 16:28:34
Reply #1

alexyork

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Awesome work ;)

Does this now work with Corona Displacement? I believe there's currently a bug between the two resulting in artefacts.
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2020-05-28, 16:36:55
Reply #2

maru

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Awesome work ;)

Does this now work with Corona Displacement? I believe there's currently a bug between the two resulting in artefacts.

You mean UVW Randomizer + Triplanar as displacement?
UVW Randomizer should work fine with displacement (producing expected results).
Triplanar is always applied AFTER displacement, and this is by design, however sometimes not expected by the users. This was discussed in the past, and the final comment is that this is a technical limitation of Triplanar, which we will not be touching.
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2020-05-28, 16:37:02
Reply #3

romullus

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People posted some pretty impressive examples from Fstorm when they requested this feature in Corona. I would be very disappointed if they won't show equally as impressive works now done in Corona :]
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2020-05-28, 16:38:09
Reply #4

maru

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People posted some pretty impressive examples from Fstorm when they requested this feature in Corona. I would be very disappointed if they won't show equally as impressive works now done in Corona :]
Hint: in Corona you are not limited to bitmaps. You can use this with procedurals as well. :]
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2020-05-28, 18:42:18
Reply #5

mvshabeer

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Great work. Very useful. Will try on next project.
So there wont be much left to excite about when v6 is officially released.

2020-05-28, 18:48:11
Reply #6

scionik

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Great job! I love it. Just tried with rocks material, it works very well with Displacement and Normal maps with UV 1:1...
Didn't test it wit RealworldMasSize yet.

2020-05-29, 13:58:38
Reply #7

shortcirkuit

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forgive my dumbness - is this used for instances as the references above where flat surfaces use this method to avoid repeating patterns?  Like triplanar does on organic shapes?

2020-05-29, 14:08:46
Reply #8

maru

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forgive my dumbness - is this used for instances as the references above where flat surfaces use this method to avoid repeating patterns?  Like triplanar does on organic shapes?

Triplanar can be used to prevent the issues related to standard UVW mapping - visible seams and stretching - https://coronarenderer.freshdesk.com/support/solutions/articles/12000068417
UVW Randomizer with random tiling prevents the repetitive look of textures. Even if you have a seamless texture, if you apply it to a large surface, or if you move your camera far away, you will see the repetitions because of distinct features of the texture you are using (e.g. the way rocks are aligned in a grassy field texture). The tile randomization allows you to randomize the positions, scaling, and rotation of each tile, so the texture becomes both seamless, and non-repetitive.
You can combine the UVW Randomizer with Triplanar to get all of the above benefits.
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2020-05-29, 14:45:14
Reply #9

LuckyFox

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Hint: in Corona you are not limited to bitmaps. You can use this with procedurals as well. :]
ouff, that might burn some fanboyz out there ;) and they will joke about the virus again

2020-05-30, 12:54:01
Reply #10

vemod

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Would it be possible to add a texture map for modulating the blend? I'm thinking it could work like when plugging a texture in the Corona AO distance perhaps?
The current method works suprisingly well, but a sharper transition that is still irregular would be better suited in some occasions and prevent a mushy appearance.

2020-05-30, 12:57:03
Reply #11

maru

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Sure, this, or even a better solution, is possible to add in the future.
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2020-05-30, 14:11:13
Reply #12

vemod

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Spectacular! :)

2020-05-30, 14:16:13
Reply #13

vemod

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While we're at it, and perhaps not entirely related to the UVW-transform but still kind-of...

Is it possible to adjust the actual normal map, or compensate for the UVW-translation when rotating it?
It seems rotating a normal map might cause unexpected lighting results otherwise?

https://robonobodojo.wordpress.com/2015/11/22/transforming-normal-maps/



2020-05-30, 14:33:48
Reply #14

maru

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While we're at it, and perhaps not entirely related to the UVW-transform but still kind-of...

Is it possible to adjust the actual normal map, or compensate for the UVW-translation when rotating it?
It seems rotating a normal map might cause unexpected lighting results otherwise?

https://robonobodojo.wordpress.com/2015/11/22/transforming-normal-maps/

Have you tried it with Corona's randomizer? :)
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2020-05-30, 17:28:47
Reply #15

vemod

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I had! But apparently the wrong order? Seems to work nicely if you pipe it after the CoronaNormalmap :)
Thanks!

2020-06-02, 13:57:00
Reply #16

MattiasD

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I tried it out a bit and it works really well. I ll be using this a lot in the future.

Some remarks:

- Would it be possible to add use setting from map, like in the color correct node OR find an even better solution so we don`t have to plug these between every single map(albedo/gloss/normal/...) separately.
- For tiles/bricks/... it would be nice to be able to do a divide in the step size. Then you can set the u/v offset range from 0 to 1 and put in the respective number of vertical or horizontal tiles/bricks into the step size
- It doesn`t work correctly when using real world map size.
- Where is the number of tiles input for? Does it do something different then when you define this in your bitmaps u/v tile setting?

2020-06-02, 14:50:19
Reply #17

maru

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I tried it out a bit and it works really well. I ll be using this a lot in the future.

Some remarks:

- Would it be possible to add use setting from map, like in the color correct node OR find an even better solution so we don`t have to plug these between every single map(albedo/gloss/normal/...) separately.
- For tiles/bricks/... it would be nice to be able to do a divide in the step size. Then you can set the u/v offset range from 0 to 1 and put in the respective number of vertical or horizontal tiles/bricks into the step size
- It doesn`t work correctly when using real world map size.
- Where is the number of tiles input for? Does it do something different then when you define this in your bitmaps u/v tile setting?

1) Yes, this is already logged as a feature request.
2) This should already work. What's the problem?
3) It should be the same or very similar.
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2020-06-02, 15:55:19
Reply #18

alexyork

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Does this new randomizer version work properly with forest pro? In other words, is the randomizer still being ignored by the forest (when driving the forest color by map, which is a randomizer map).
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2020-06-02, 16:13:14
Reply #19

MattiasD

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2) Yes, it works , but:
- It`s not really user friendly:
- Not always accurate due to rounding.



3)

2020-06-02, 16:53:16
Reply #20

maru

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Does this new randomizer version work properly with forest pro? In other words, is the randomizer still being ignored by the forest (when driving the forest color by map, which is a randomizer map).

Sorry, but I don't get it. Can you provide an example of how this can be used together, and what would be the expected result?
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2020-06-02, 17:03:50
Reply #21

alexyork

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Does this new randomizer version work properly with forest pro? In other words, is the randomizer still being ignored by the forest (when driving the forest color by map, which is a randomizer map).

Sorry, but I don't get it. Can you provide an example of how this can be used together, and what would be the expected result?

Not in front of max right now but if you have a standard forest pro, and in the forest material assigned to it (to the geometry it's scattering) you can "use color by map" and load in a map there - if that map is driven by coronauvwrandomizer that randomizer doesn't work - it just gets ignored and takes the underlying map only, driving the colour of the forest.
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2020-06-02, 17:06:28
Reply #22

maru

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Does this new randomizer version work properly with forest pro? In other words, is the randomizer still being ignored by the forest (when driving the forest color by map, which is a randomizer map).

Sorry, but I don't get it. Can you provide an example of how this can be used together, and what would be the expected result?

Not in front of max right now but if you have a standard forest pro, and in the forest material assigned to it (to the geometry it's scattering) you can "use color by map" and load in a map there - if that map is driven by coronauvwrandomizer that randomizer doesn't work - it just gets ignored and takes the underlying map only, driving the colour of the forest.

I can understand using Corona Multimap on a forest, but not sure about UVW Randomizer. I just don't understand the use case here.
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2020-06-02, 17:10:02
Reply #23

maru

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2) Yes, it works , but:
- It`s not really user friendly:
- Not always accurate due to rounding.

3)

2) It seems to work fine. You count vertical and horizontal rows. Then you divide 1 by the number.
In case of material 1 here the number was 12. 1/12=0.0833 (then you can freely randomize it horizontally)
In case of material 2 here the numbers were 16 and 6.
In case of material 2 I had to double the resulting number, otherwise I would get some visible repetitions, not sure why. Currently I am a bit too tired to figure it out, but doubling it worked. :)

3) This is a known limitation. We would love to fix it so that the UVW Randomizer would be usable with Corona Material Library materials.


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2020-06-02, 17:25:48
Reply #24

alexyork

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Does this new randomizer version work properly with forest pro? In other words, is the randomizer still being ignored by the forest (when driving the forest color by map, which is a randomizer map).

Sorry, but I don't get it. Can you provide an example of how this can be used together, and what would be the expected result?

Our typical use case would be a floorgen/railclone floor, using random mat IDs, using a coronamultimap to load in a bunch of maps (one for each tile) e.g. wood floor plank maps, carpet maps etc. that all works fine if you then plug that into a forest color material "take color from map". but if you run that coronamultimap into a uvwrandomizer to randomly rotate the tiles 90 degrees/180 degrees (for example) the randomizer gets ignored. you can test this by using a simple "arrow" map that should randomly rotate however you want.

Not in front of max right now but if you have a standard forest pro, and in the forest material assigned to it (to the geometry it's scattering) you can "use color by map" and load in a map there - if that map is driven by coronauvwrandomizer that randomizer doesn't work - it just gets ignored and takes the underlying map only, driving the colour of the forest.

I can understand using Corona Multimap on a forest, but not sure about UVW Randomizer. I just don't understand the use case here.
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2020-06-02, 18:28:56
Reply #25

lolec

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2) Yes, it works , but:
- It`s not really user friendly:
- Not always accurate due to rounding.

3)

2) It seems to work fine. You count vertical and horizontal rows. Then you divide 1 by the number.
In case of material 1 here the number was 12. 1/12=0.0833 (then you can freely randomize it horizontally)
In case of material 2 here the numbers were 16 and 6.
In case of material 2 I had to double the resulting number, otherwise I would get some visible repetitions, not sure why. Currently I am a bit too tired to figure it out, but doubling it worked. :)

3) This is a known limitation. We would love to fix it so that the UVW Randomizer would be usable with Corona Material Library materials.

I think Segments is way more intuitive and easier to understand and use.

The fact that you had to fiddle and double the number and couldn't quite figure it out with 0 mental effort reinforces the point.
I understand the extra freedom you get from using steps, but maybe at least include both options?

Also, look at how people are responding to this playground thread. 0 images yet. Compared to other features, people jump right in.


2020-06-03, 00:58:32
Reply #26

shortcirkuit

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couldnt really get it to work with using real world size.... anyone else having this issue?

2020-06-03, 01:16:55
Reply #27

Rhodesy

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Looks cool. I agree though about the setup difficulty for regular patterns and having to think about the maths. Bit of a head scratcher.

Is there a way to quickly random mirror and or rotate a texture(s) in a simple grid? That could be a strong use case.

2020-06-03, 05:52:18
Reply #28

scionik

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couldnt really get it to work with using real world size.... anyone else having this issue?

yeah, it doesn't work

2020-06-03, 09:36:27
Reply #29

maru

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@lolec
Segments - yeah, you are right. I will log this idea.
Logged:
(Internal ID=516561607)

@shortcirkuit
Real world scale - this is currently a limitation. Hopefully we will be able to lift it.
(Internal ID=512377837)

@Rhodesy
Currently it is always done in a "simple grid". :)
Rotation can be enabled.
Mirroring / flipping is not possible yet, but it's logged a s feature request.
(Internal ID=506702309)

Thanks for your feedback guys!
« Last Edit: 2020-06-05, 11:51:36 by maru »
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2020-06-03, 09:42:13
Reply #30

maru

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Our typical use case would be a floorgen/railclone floor, using random mat IDs, using a coronamultimap to load in a bunch of maps (one for each tile) e.g. wood floor plank maps, carpet maps etc. that all works fine if you then plug that into a forest color material "take color from map". but if you run that coronamultimap into a uvwrandomizer to randomly rotate the tiles 90 degrees/180 degrees (for example) the randomizer gets ignored. you can test this by using a simple "arrow" map that should randomly rotate however you want.

Not in front of max right now but if you have a standard forest pro, and in the forest material assigned to it (to the geometry it's scattering) you can "use color by map" and load in a map there - if that map is driven by coronauvwrandomizer that randomizer doesn't work - it just gets ignored and takes the underlying map only, driving the colour of the forest.

Sorry for being PITA, but I still don't get it. I do not understand why use the Forest Color map at all. What you described sounds achievable with just Corona Multimap + Corona UVW Randomizer. (both can randomize both on instances, material IDs, mesh elements,...)
If you could send us some super simple scenes demonstrating the issues, that would be perfect.
Marcin Miodek | chaos-corona.com
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2020-06-03, 12:17:52
Reply #31

alexyork

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Our typical use case would be a floorgen/railclone floor, using random mat IDs, using a coronamultimap to load in a bunch of maps (one for each tile) e.g. wood floor plank maps, carpet maps etc. that all works fine if you then plug that into a forest color material "take color from map". but if you run that coronamultimap into a uvwrandomizer to randomly rotate the tiles 90 degrees/180 degrees (for example) the randomizer gets ignored. you can test this by using a simple "arrow" map that should randomly rotate however you want.

Not in front of max right now but if you have a standard forest pro, and in the forest material assigned to it (to the geometry it's scattering) you can "use color by map" and load in a map there - if that map is driven by coronauvwrandomizer that randomizer doesn't work - it just gets ignored and takes the underlying map only, driving the colour of the forest.

Sorry for being PITA, but I still don't get it. I do not understand why use the Forest Color map at all. What you described sounds achievable with just Corona Multimap + Corona UVW Randomizer. (both can randomize both on instances, material IDs, mesh elements,...)
If you could send us some super simple scenes demonstrating the issues, that would be perfect.

haha no worries it's a bit complex. will try to send you something in an email.
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2020-06-04, 15:19:52
Reply #32

Neph

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Hello everybody. Thank you corona team for adding this great option.
But it would be great to improve it:
- Add the ability to connect the node to the bitmap, as implemented in vray 5 (mapping source). Will be no need to duplicate the uvwrandomizer node for each bitmap separately
Thank you!

2020-06-12, 11:43:54
Reply #33

Rhodesy

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Is there an example file that can be downloaded for this? Its got me completely stumped! Anything I try and tile with a tile number of over 1 makes the texture dissapear and putting the UV offset in just makes for blurred textures. Looking like a motion blur. Very hard to know what sort of input scale we should be using in terms of numbers.

Cheers

2020-06-12, 12:06:11
Reply #34

maru

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Hello everybody. Thank you corona team for adding this great option.
But it would be great to improve it:
- Add the ability to connect the node to the bitmap, as implemented in vray 5 (mapping source). Will be no need to duplicate the uvwrandomizer node for each bitmap separately
Thank you!

We are looking into some ways to control multiple textures using a single randomizer node.
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2020-06-12, 12:43:17
Reply #35

maru

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Is there an example file that can be downloaded for this? Its got me completely stumped! Anything I try and tile with a tile number of over 1 makes the texture dissapear and putting the UV offset in just makes for blurred textures. Looking like a motion blur. Very hard to know what sort of input scale we should be using in terms of numbers.

Cheers

Attaching an example here.
It sounds like you are using it with real world scale. This is not supported in the public daily, but should be there in the upcoming one.
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2020-06-12, 21:21:09
Reply #36

cjwidd

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Thank you for the example Maru - this really helps!

First impressions working with the tool (stochastic tiling) is that it is very powerful and a strong step in the right direction toward enabling an auto-tiling style implementation. I think layer blending a material with itself using a noise mask is maybe a bit stronger still, just by virtue of the irregularity of the mask shape(?), but that's debatable.

If there were a way to blend the stochastic tiles based on a mask, or some way to dither the blend, that might help as well(?)

2020-06-15, 10:47:34
Reply #37

maru

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If there were a way to blend the stochastic tiles based on a mask, or some way to dither the blend, that might help as well(?)

Not yet, and it is not certain whether it will make it into V6 (probably not). We have many more ideas and improvements planned for this, but they would be added as the next iteration.
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2020-06-19, 09:49:32
Reply #38

GeorgeK

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Is there an example file that can be downloaded for this? It got me completely stumped! Anything I try and tile with a tile number of over 1 makes the texture disappear and putting the UV offset in just makes for blurred textures. Looking like a motion blur. Very hard to know what sort of input scale we should be using in terms of numbers.

Cheers

Hi Rhodesy, as of the latest public daily build 2020-06-18, UVW randomizer now takes into account the UV scaling of input maps. This allows for better handling of real-world scale textures. Along with other great new additions.

For further detailed information, please visit here: https://forum.corona-renderer.com/index.php?topic=26830.msg172020#msg172020
George Karampelas | chaos-corona.com
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2020-06-19, 12:47:30
Reply #39

alexyork

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Something I've been wondering lately. Is it necessary, or beneficial, to have separated the UVW randomizer and the MultiMap randomizer which handles gamma/hue randomization? I fairly often wish this could all somehow just be built in to the regular old coronabitmap loader, as randomization sections within it you can use if you wish, all in one place.
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2020-06-19, 14:07:31
Reply #40

aaouviz

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Something I've been wondering lately. Is it necessary, or beneficial, to have separated the UVW randomizer and the MultiMap randomizer which handles gamma/hue randomization? I fairly often wish this could all somehow just be built in to the regular old coronabitmap loader, as randomization sections within it you can use if you wish, all in one place.

+1!

I very rarely ever use a UVW randomiser without it also being connected into a MultiMap node.
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2020-06-19, 14:31:29
Reply #41

maru

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It seems that fusing triplanar, uvw randomizer, color correction, and possibly some other nodes into one uber-node may be a good idea. We are looking into the ways this could be done (but not for V6!). If you, as users, have some specific ideas what could be done and how it could be done, please let us know. 
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2020-06-19, 14:52:53
Reply #42

alexyork

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It seems that fusing triplanar, uvw randomizer, color correction, and possibly some other nodes into one uber-node may be a good idea. We are looking into the ways this could be done (but not for V6!). If you, as users, have some specific ideas what could be done and how it could be done, please let us know.

I think that sounds awesome. For me, the more you can pack into the main corona material / coronabitmap (whichever makes sense) the better. Triplanar & colour correct are really good examples I'd forgotten about and mixing those all together in one would make so much sense and help to declutter things. These days it's rare I'm not plugging pretty much ALL maps into a colour correct. Just really handy to have a quick control for when you need to quickly adjust gamma, exposure or saturation, for example. Then being able to randomise it at the same time, and have it work in a triplanar fashion right off the bat.. sounds pretty great.
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2020-06-19, 14:55:22
Reply #43

maru

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In my opinion, but that's without giving it much thought, merging this into the Corona Bitmap is not optimal, because then we would not be able to use those things with procedurals or any other maps (unless that would be somehow added separately). But we have a nice description of the feature request and I am sure the best possible solution will be picked.
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2020-06-19, 14:59:34
Reply #44

Fluss

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Something I've been wondering lately. Is it necessary, or beneficial, to have separated the UVW randomizer and the MultiMap randomizer which handles gamma/hue randomization? I fairly often wish this could all somehow just be built in to the regular old coronabitmap loader, as randomization sections within it you can use if you wish, all in one place.

Let me guess, you are a compact material editor user? Because on a nodal workflow standpoint, that's absolutely awful to centralize everything in one node. I would be pissed off if something like that happens.

2020-06-19, 15:26:07
Reply #45

alexyork

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Something I've been wondering lately. Is it necessary, or beneficial, to have separated the UVW randomizer and the MultiMap randomizer which handles gamma/hue randomization? I fairly often wish this could all somehow just be built in to the regular old coronabitmap loader, as randomization sections within it you can use if you wish, all in one place.

Let me guess, you are a compact material editor user? Because on a nodal workflow standpoint, that's absolutely awful to centralize everything in one node. I would be pissed off if something like that happens.

All day long ;) Slate is amazing for making complex custom materials. But 99.9% of the time we're re-using and adapting library materials, and compact material editor is an order of magnitude more efficient for that IMO.
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2020-08-16, 21:30:18
Reply #46

cjwidd

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I've been using the UVW Randomizer extensively in my last several projects and I want to echo some earlier comments that it is cumbersome from an interface perspective - I feel like I have to wrestle with it to arrive at the desired behavior and I wonder if a 'jitter' parameter might be useful(?)

Additionally, I find that I am using the UVW Randomizer a lot, which translates to setting up the UVW Randomizer a lot, and that can be a tedious, if not lengthy, process. Similar to the Corona Triplanar node, I am curious if there is a modifier-based solution or a way to fold the UVW Randomizer (and triplanar) nodes into a global shader dialog, e.g. advanced options?

2020-08-20, 10:08:38
Reply #47

cjwidd

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Could I get an official response about displacement and UVW Randomizer for v6? I just want to be clear that the implementation does not fully support displacement and I'm not making some sort of mistake in my shader config(?)

2020-08-20, 16:22:04
Reply #48

maru

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I've been using the UVW Randomizer extensively in my last several projects and I want to echo some earlier comments that it is cumbersome from an interface perspective - I feel like I have to wrestle with it to arrive at the desired behavior and I wonder if a 'jitter' parameter might be useful(?)

Additionally, I find that I am using the UVW Randomizer a lot, which translates to setting up the UVW Randomizer a lot, and that can be a tedious, if not lengthy, process. Similar to the Corona Triplanar node, I am curious if there is a modifier-based solution or a way to fold the UVW Randomizer (and triplanar) nodes into a global shader dialog, e.g. advanced options?

We understand that the ability to affect multiple maps by a single UVW Randomizer node (or a similar solution) is needed. Unfortunately it can't be done for V6.
Can you explain what exactly you mean by "jitter"? In my understanding, randomizing the U and V offset should have a similar effect to what "jitter" does in most apps.


Could I get an official response about displacement and UVW Randomizer for v6? I just want to be clear that the implementation does not fully support displacement and I'm not making some sort of mistake in my shader config(?)

It should work fine. Are you having some problems with it? If so, can you post some examples and material editor screenshots, and as usual, a scene would be the best.

Thanks!



Update: added examples of displacement with Uvw Randomizer with a procedural and a bitmap.
« Last Edit: 2020-08-20, 16:47:28 by maru »
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2020-08-24, 04:07:17
Reply #49

cjwidd

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Documented the issue in the following video and uploaded the scene to the private uploader.
watch x1.5-2.0 speed


2020-08-24, 10:18:10
Reply #50

maru

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@cjwidd
Confirmed and logged, using a similar texture, however with bump rather than displacement. This could mean that the issue is caused by autobump.
Please try this workaround: use the Corona Bump Converter node after the UVW Randomizer (see screenshot).


(Internal ID=553866247)
Marcin Miodek | chaos-corona.com
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2020-08-24, 12:59:15
Reply #51

cjwidd

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Doesn't seem to have an effect(?)


2020-08-24, 13:01:19
Reply #52

maru

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You cannot use the Bump Converter on an RGB normal map. Try using it on the map that is plugged into displacement.
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2020-08-24, 13:24:09
Reply #53

cjwidd

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2020-08-24, 13:26:45
Reply #54

maru

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Can you send me this scene with all assets archived?
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2020-08-24, 13:58:39
Reply #55

cjwidd

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I uploaded it to the DropBox private uploader earlier today (?)

2020-08-24, 14:19:45
Reply #56

maru

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I uploaded it to the DropBox private uploader earlier today (?)

Got it, thanks, we will look into it.
Just a note for the next time - if an issue can be reproduced with a single object and one material, it would make sense to isolate those, rather than uploading a 2GB scene. ;)
Marcin Miodek | chaos-corona.com
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2020-08-24, 17:07:39
Reply #57

maru

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Hmm, now I am really confused. I was able to create my own scene where this happened, but I cannot reproduce it in your scene.
Here are the results I am getting (juts opened your scene and hit render, and tried various combinations of bump, displacement, and bump converter). Seems to work fine in any combination.

The only obvious difference I can see is that I am using V6 RC4 and you are on RC3 - can you try again with RC4?
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2020-08-24, 19:42:46
Reply #58

cjwidd

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Yeah, sorry about that - I wasn't sure what might be the culprit and I didn't wan't to take the chance you didn't get all the information.

I'll pull down RC4 and test

2020-08-25, 08:14:51
Reply #59

cjwidd

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I'm sure I don't know what is causing the issue, but it seems related to displacement. Tried the same implementation in RC4, with and without bump converter, and with a different mesh:


2020-08-25, 09:19:01
Reply #60

maru

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Can you send me a scene where I only need to press F9 to see the issue, without the need to change anything?
Marcin Miodek | chaos-corona.com
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2020-08-25, 10:07:04
Reply #61

cjwidd

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Very weird, the issue is not present after merging into a fresh scene(?)

2020-08-25, 10:10:06
Reply #62

maru

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Very weird, the issue is not present after merging into a fresh scene(?)
Weird indeed. But don't worry. I have managed to reproduce it yesterday and reported it to the devs. As I understand it, flipping U and V scale results in flipping the direction of the normal map (however I may be wrong).
We should have a solution to this ASAP, and currently it seems that using the bump converter is a valid workaround (at least to the issue I was able to find).
Marcin Miodek | chaos-corona.com
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2020-08-25, 11:35:03
Reply #63

cjwidd

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Appreciate your help with this, I know I was probably abusing the UVWR a little bit by inverting the coords haha

2020-08-25, 11:46:02
Reply #64

maru

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Well, that's supported, otherwise it wouldn't let you input negative values. But it looks like it sometimes doesn't work right.
Marcin Miodek | chaos-corona.com
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2020-08-27, 22:19:56
Reply #65

lupaz

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Hey guys.
So I read that 3ds max now has a new OSL map to randomize textures on a surface. Is this or will this be compatible with Corona? Will it make Corona's version of Randomized Tiling unnecessary?

2020-08-27, 23:06:14
Reply #66

romullus

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Will it make Corona's version of Randomized Tiling unnecessary?

Of course not, there are many people who work with older 3ds max versions.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2020-08-28, 00:38:19
Reply #67

lupaz

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Will it make Corona's version of Randomized Tiling unnecessary?

Of course not, there are many people who work with older 3ds max versions.

True. Thanks.
But for those who do have the latest 3Ds max version, will that OSL map be fully functional? And, if so, do you guys think there will be any advantage of using Corona's implementation vs 3ds Max's?

This is more out of curiosity since I really can't try the new OSL yet.
 

2020-08-28, 16:13:56
Reply #68

maru

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I have just tried it (but very quickly) and here is the ui.
It definitely looks less user-friendly than Corona's version, but I have no idea about the usability. It would be great to test it thoroughly at some point.
One advantage is that it can be previewed in the viewport.
Marcin Miodek | chaos-corona.com
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2020-08-28, 16:50:11
Reply #69

lupaz

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I have just tried it (but very quickly) and here is the ui.
It definitely looks less user-friendly than Corona's version, but I have no idea about the usability. It would be great to test it thoroughly at some point.
One advantage is that it can be previewed in the viewport.

Got it.
Thanks Maru.
Yes, the UI was always one of Corona's strengths.

2020-08-28, 20:55:50
Reply #70

cjwidd

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@maru is that some indication then, given the OSL bitmap, that it may be possible to visualize the Corona UVWR in the viewport?

2020-08-29, 10:56:47
Reply #71

cjwidd

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Seems like UVWR blending doesn't behave as expected for layered materials for which one of the materials is mapped to the second UV channel. Is this already known?

2020-08-31, 10:55:10
Reply #72

GeorgeK

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Seems like UVWR blending doesn't behave as expected for layered materials for which one of the materials is mapped to the second UV channel. Is this already known?

Can you please submit a ticket with an example I was unable to reproduce the issue, I might be missing something. Thanks.
George Karampelas | chaos-corona.com
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2020-09-04, 23:26:43
Reply #73

cjwidd

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@GeorgeK I haven't had time to document some of these issues just yet, but I will ASAP.

I also noticed that the high quality blending is very noticeable in layered refractive materials with bump, possibly refractive materials with bump in general. This actually isn't all that surprising because the seams of the tile blending create enough regular noise that must also be refracted, as to be noticeable. I'm not sure there could be a fix for this given the current implementation, i.e. the shading is rendering correctly, it's just that the blending method is so noticeable in a refractive surface.

2020-09-21, 17:19:43
Reply #74

maru

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Seems like UVWR blending doesn't behave as expected for layered materials for which one of the materials is mapped to the second UV channel. Is this already known?

I wasn't able to reproduce it, or don't understand what exactly "behaves as expected" is supposed to mean in this case.
We will need a repro scene or a better description of the issue and how to trigger it.

Thanks in advance! :)
Marcin Miodek | chaos-corona.com
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2020-09-21, 17:42:43
Reply #75

maru

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I also noticed that the high quality blending is very noticeable in layered refractive materials with bump, possibly refractive materials with bump in general. This actually isn't all that surprising because the seams of the tile blending create enough regular noise that must also be refracted, as to be noticeable. I'm not sure there could be a fix for this given the current implementation, i.e. the shading is rendering correctly, it's just that the blending method is so noticeable in a refractive surface.

And this one is too hard for me to imagine as well. I did some tests, but haven't noticed anything unexpected.
Remember that the high quality blending renders slower in general = more noise for the same render time.
Marcin Miodek | chaos-corona.com
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2020-11-19, 03:12:32
Reply #76

cjwidd

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It seems like the UVW randomizer cannot function like a bitmap 'splatter', but is on the verge of supporting that type of behavior, e.g. Substance Designer Shape Splatter. Does this make sense?

EDIT: Pretty sure I was mistaken and it's behaving exactly like a shape splatter, whoops :/
« Last Edit: 2020-11-19, 03:21:07 by cjwidd »

2021-01-19, 11:33:31
Reply #77

Mohammadreza Mohseni

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I have just tried it (but very quickly) and here is the UI.
It definitely looks less user-friendly than Corona's version, but I have no idea about the usability. It would be great to test it thoroughly at some point.
One advantage is that it can be previewed in the viewport.

one of the 3dsmax OSL versions of this UV its strong points would be the ability to load UDIM without adding extra nodes which makes it a little tidier.
I have always wonder why corona bitmap does not add native UDIM support? it would be way simpler to get a workaround by 3dsmax multi-tile or uber bitmap.

2021-01-19, 13:39:54
Reply #78

cjwidd

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+1for UDIM
I've been using multimaps for UDIM, but it is very tedious.

2022-04-26, 00:27:23
Reply #79

ronilsonandrade

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From the Corona Renderer 6 Daily Builds Changelog:

Added (randomized) tiling support to UvwRandomizer map:
- You can specify how many tiles to make in each (U-V) direction
- Optionally each tile can have different randomization applied
- https://corona-renderer.com/comparer/hCPRU4
- https://corona-renderer.com/comparer/7wCz5x
- https://corona-renderer.com/comparer/CDkWvE

How it works:



To enable tile randomization, navigate to your UVWRandomizer texmap, and enable Randomize each tile. You can then control the number of tiles and tile blending accordingly.



Setting UV offset ranges above 1.0 and W- Rotation to different ranges (f.e. 0-360) will assist with the randomization of the texture.

Note: Either an object with correct UVW mapping is required for this to work (unwrapping or UVW map modifier), or you can use the UVW Randomizer in combination with the Corona Triplanar map to both randomize the texture and prevent seams and stretching, without the need for UVWs.

Feel free to post your results!

You can always get the newest build at the usual location: [Link]




https://forum.corona-renderer.com/index.php?topic=36255.new#new