Author Topic: Stochastic texturing to avoid texture tiling  (Read 38897 times)

2019-03-26, 14:45:07

Fluss

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Stumbled upon this article: https://blogs.unity3d.com/2019/02/14/procedural-stochastic-texturing-in-unity/

It allows to tile stochastic or near stochastic textures with no visible repetition. Would be insanely useful to have such a tool in Corona. Especially for large surface areas, such as road, concrete walls etc...

Here is the full paper: https://drive.google.com/file/d/1QecekuuyWgw68HU9tg6ENfrCTCVIjm6l/view

2019-03-27, 17:12:46
Reply #1

romullus

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+1
Would love to see this in Corona!
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2019-03-27, 17:28:14
Reply #2

PROH

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+1 This would be realy useful :)

2019-03-27, 21:20:12
Reply #3

Noah45

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+1 seems simple, that's why i'm not a programmer
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2019-03-27, 21:24:39
Reply #4

sebastian___

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What about this tutorial ?
It involves 3ds max too .. hmmm and at min 47.20 the guys also uses Corona.

(in the Unity blog post they said a limitation of that method is you can't use visible tiled textures like bricks. The method below works with bricks too)

« Last Edit: 2019-03-27, 21:30:58 by sebastian___ »

2019-03-27, 22:24:38
Reply #5

lupaz

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What about this tutorial ?
It involves 3ds max too .. hmmm and at min 47.20 the guys also uses Corona.

(in the Unity blog post they said a limitation of that method is you can't use visible tiled textures like bricks. The method below works with bricks too)


That takes much more time. You need several different maps to use in Multitexture.

+1 For the OP's suggestion.

2019-03-28, 11:32:35
Reply #6

Fluss

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Yeah, definitely not the same process. Here, it is as simple as putting a map in the shader, activate the feature and hit render. This would be insanely useful with maps such as Megascans, or almost any scanned texture, which look great but are highly repetitive when tiled.

2019-08-06, 11:01:04
Reply #7

Ink Visual

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So hasn't this feature just been implemented into FStorm?
I'd love to see it in Corona, I can't stress enough how useful it would be.


2019-08-06, 15:02:24
Reply #8

lupaz

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2019-08-06, 17:58:55
Reply #9

Jpjapers

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Was about to post those fstorm pics. Its crazy how Andrey just comes up with an idea. Develops it quickly and then often within a couple of days theres a new version of fstorm with that feature working properly.

2019-08-07, 00:14:34
Reply #10

arqrenderz

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Fstorm is doing brick texture  usable with this.

2019-08-07, 11:04:40
Reply #11

romullus

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Can someone explain how this Fstorm sorcery works? In original paper it is said, that this method works best on stochastic textures and fails to deliver on clear geometric patterns. Brickwork texture is probably worst case scenario, yet in Fstorm example it works just perfectly! How on earth Karba pulls those magic tricks again and again? Did he sell his soul to devil?
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2019-08-07, 12:31:07
Reply #12

Jpjapers

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Can someone explain how this Fstorm sorcery works? In original paper it is said, that this method works best on stochastic textures and fails to deliver on clear geometric patterns. Brickwork texture is probably worst case scenario, yet in Fstorm example it works just perfectly! How on earth Karba pulls those magic tricks again and again? Did he sell his soul to devil?

Im guessing given the controls he has implemented you can perhaps choose not to rotate the map and given bricks are a standard size maybe you can offset it in specified increments so the blend can do its thing. Sort of like a triplanar map blending between two textures crossed with the UVW Randomiser functionality.

2019-08-07, 14:21:10
Reply #13

Ash.

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Been asking this for a few years over at the vray forums. Hopefully the fact that Karba did it and you guys are asking for it will spark the flame to implement this both in Corona and Vray. Here's hoping :)

2019-08-07, 15:32:26
Reply #14

Jpjapers

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Been asking this for a few years over at the vray forums. Hopefully the fact that Karba did it and you guys are asking for it will spark the flame to implement this both in Corona and Vray. Here's hoping :)

Youd hope but we have been asking for geopattern, dslr tonemapping and a PBR material for a long time too