Author Topic: Faster Triplanar Setup?  (Read 12686 times)

2019-08-09, 01:01:08

cjwidd

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At the moment, to apply triplanar shading to a Corona Material, I hook up triplanar maps to any incoming texture maps to the shader, then attach a bezier float controller to control the scale of the triplanar.

Setting this up for every material in which it is called for is very time consuming. Is there any faster way to do this?

2019-08-09, 07:27:00
Reply #1

mh

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+1 please! I love love triplanar but it's a pain in the butt to set up as cjwidd said.
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2019-08-09, 09:43:46
Reply #2

romullus

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Just set up material with triplanars once and save it to material library as template. From this point, it's a matter of adding template material from library to editor and hooking up needed bitmaps. I don't think there's faster way than this, unless you'll write yourself a script, which does that with the click of a button.
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2019-08-09, 12:04:50
Reply #3

sprayer

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Just set up material with triplanars once and save it to material library as template. From this point, it's a matter of adding template material from library to editor and hooking up needed bitmaps. I don't think there's faster way than this, unless you'll write yourself a script, which does that with the click of a button.
I think it's possible, as for example gradient map have inserted controllers nodes by default

2019-08-09, 22:54:02
Reply #4

cjwidd

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Maybe it's an over-the-top request, but you can imagine a Boolean switch on each map channel to enable / disable triplanar mapping rather than manually setting the triplanar nodes per channel.

2019-08-09, 23:13:23
Reply #5

romullus

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Just an idea - maybe simplified triplanar mapping could be implemented straight into Corona bitmap, next to explicit, real world and enviromental mapping modes. So when you don't need advanced parameters of full triplanar node and 95% of the time i don't need them, then you simply could turn on triplanar in CBitmap and be happy.
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2019-08-09, 23:37:04
Reply #6

Juraj

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Just an idea - maybe simplified triplanar mapping could be implemented straight into Corona bitmap, next to explicit, real world and enviromental mapping modes. So when you don't need advanced parameters of full triplanar node and 95% of the time i don't need them, then you simply could turn on triplanar in CBitmap and be happy.

I logged in just to give this 7 stars. This is amazing idea.

To avoid conflict if it was nested inside triplanar node, that one would just take preference.
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2019-08-09, 23:37:27
Reply #7

cjwidd

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Yes, what Romullus suggested x1000

2019-08-09, 23:43:35
Reply #8

romullus

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Ok, i will make a feature request tomorrow then.
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2019-08-10, 00:05:11
Reply #9

cjwidd

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Beauty, thank you so much +1

2019-08-10, 00:17:54
Reply #10

danio1011

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This would be very nice!  FStorm has a similar approach and it's quite compact and handy.

2019-08-10, 00:44:55
Reply #11

cjwidd

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To be clear, and in case it's relevant, I *would* want access to several of the triplanar adjustment options, i.e. offset, rotation, scale, displacement support, etc.

Or course, I cannot speak for others, just my two cents.
« Last Edit: 2019-08-10, 00:50:47 by cjwidd »

2019-08-10, 10:27:19
Reply #12

ikercito

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+1

A better approach to set up triplanar maps is needed. Its great to have it as and individual node, but most of the time our map sizes should be linked together. Will keep an eye on this one :)

2019-08-10, 10:46:26
Reply #13

romullus

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@ikercito, just to be clear, the proposal has nothing to do with map scale. You still would have to link map scale with controllers between different bitmaps. What triplanar implemantion into CBitmap would solve, is faster and easier se tup, less clutter in material editor, easier to read graphs, more intuitive mapping.

FStorm has a similar approach and it's quite compact and handy.

Could you attach screenshot of Fstorm implementation? I could add it as an example to the feature request then.
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2019-08-12, 17:13:59
Reply #14

danio1011

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@ikercito, just to be clear, the proposal has nothing to do with map scale. You still would have to link map scale with controllers between different bitmaps. What triplanar implemantion into CBitmap would solve, is faster and easier se tup, less clutter in material editor, easier to read graphs, more intuitive mapping.

FStorm has a similar approach and it's quite compact and handy.

Could you attach screenshot of Fstorm implementation? I could add it as an example to the feature request then.

For sure!  Attempting to attach.  Triplanar is just a choice on the 'mapping' dropdown similar to spherical, etc.  Also note the random tiling feature...*cough*

2019-08-12, 17:19:58
Reply #15

romullus

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Thank you! That's exactly how i imagined triplanar implementation in CBitmap. All the other goodies from Fstorm bitmap, would be nice to have as well :]

Edit: feature request submitted: https://forum.corona-renderer.com/index.php?topic=25794.0
« Last Edit: 2019-08-12, 17:31:11 by romullus »
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2019-08-12, 17:46:33
Reply #16

PROH

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...including the build in "normal-map" loader :)

2019-08-12, 17:48:32
Reply #17

sprayer

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and all controller nodes inserted))

2019-08-12, 19:47:28
Reply #18

LorenzoS

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..the best method for me would be this, see attachment.

2019-08-13, 09:57:17
Reply #19

Tanakov

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This was already requested long ago no real spot on the road map, the quick way to control all triplanars is to add "Bezier Float" as a scale controller

So far no other method was found, the best solution here would be to add "TriplanarLayer" for corona MTL but that would be inconvenient for some of the maps.
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2019-08-13, 17:31:22
Reply #20

cjwidd

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^Right, but the setup of multiple bitmaps requiring triplanar mapping is a little cumbersome, which is what the post is addressing

I use triplanar mapping all the time with Substance and Quixel Bridge, but once the material is in Slate Material Editor, applying triplanar to everything takes time which interferes with iteration and experimentation.

That being said, IIRC, the soulburn scripts have a blendedBoxMapMaker, which is similar to triplanar, but the implementation is not so user friendly.
« Last Edit: 2019-08-13, 20:32:05 by cjwidd »

2019-08-14, 01:33:45
Reply #21

mh

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could it be done with a script though? ie select a material and run a script that would a triplanar map after each bitmap, and automatically linked the settings via controllers as well? anyone interested?:)
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2019-08-14, 07:02:47
Reply #22

cjwidd

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Well, I would appreciate it, but if Corona could implement something officially, which is not script-based, that would be convenient.
« Last Edit: 2019-08-14, 08:24:13 by cjwidd »

2019-08-15, 10:30:38
Reply #23

maru

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Logged both feature requests.

Easier scaling/other properties:
(internal id=386312892)

Triplanar controls in CBitmap:
(internal id=386309989)
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2020-03-23, 23:16:56
Reply #24

cjwidd

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Do the internal id numbers appear on the Corona Trello or some other public roadmap?

2020-03-24, 11:22:54
Reply #25

rowmanns

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Do the internal id numbers appear on the Corona Trello or some other public roadmap?

Hi,

They are just our internal ticket numbers. We add them to the forum thread so that we know the issue is logged. When the issue is fixed will always do our best to notify the forum thread.

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2020-03-24, 17:51:27
Reply #26

clemens_at

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Hey guys, I wrote a little script that makes the handling of multiple Triplanar maps much easier and faster.
The script basically changes the values of all Triplanar maps connected to all materials applied to your selection.
Just "run script" and find it under the "CTpC" category. 
I hope this helps in the meantime!

2021-09-07, 04:40:55
Reply #27

cjwidd

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I just realized that the >Scene button in the Corona Renderer VFB basically just adds a Corona Color Correct Texmap to a Corona Bitmap if an HDRI is being used as an instanced light source. Thus, there is a line of code in that code block that *can* insert (add nodes) to existing node tree in the Slate Material Editor.

Could we get an official script from Corona Renderer that does this exact thing, but for the Corona Triplanar Texmap?

Over a year ago it was mentioned that the Corona Bitmap could (maybe) be reformatted to include a triplanar option in the rollout - essentially folding the Corona Triplanar Texmap *into* the Corona Bitmap - but this idea has not been implemented. A script that simply adds Corona Triplanar Texmaps to a node tree would be a good workaround until a more comprehensive solution is implemented.
« Last Edit: 2021-09-25, 22:52:33 by cjwidd »

2021-09-25, 22:43:56
Reply #28

Avi

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Hi,

I am sorry but can you help me find this ">Scene" button in Corona Renderer VFB?

https://bit.ly/3o2FmC6

Regards,
Avi

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2021-09-25, 22:54:14
Reply #29

cjwidd

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@Avi, select the 'Light Mix' tab and you will see it, if a LightMix has been created


2021-09-26, 15:46:50
Reply #30

Avi

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Thanks for the reply. I am currently looking into this request. Will get back to you after discussing it internally.

Regards,
Avi
Arpit Pandey | chaos-corona.com
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2021-09-26, 20:44:09
Reply #31

cjwidd

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Nice, thank you!