Author Topic: Stochastic texturing to avoid texture tiling  (Read 21604 times)

2019-12-19, 17:58:18
Reply #30

Fluss

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To clarify things, the original request is not a node to tile a bitmap. This technique is applied to the whole mesh so there is no repetition at all.  There is a lot of misinterpretation here. Look at the link in the original post.



Also, they improved some stuff since the original paper :

"Preprint and OpenGL demo of "Procedural Stochastic Textures by Tiling and Blending" by @afrenchdutch (GPU Zen 2), an improved implementation of our HPG 2018 paper. Faster precomputations, improved mipmapping and support for DXT texture compression."
https://eheitzresearch.wordpress.com/738-2/

« Last Edit: 2019-12-19, 18:11:29 by Fluss »

2019-12-19, 19:44:48
Reply #31

romullus

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To be honest, i like Fstorm's implementation better. It might be not as good with stochastic textures, as technique from the paper, but it works even with textures that has strong pattern. It's more versatile and that's what really matters.
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2020-02-28, 11:05:49
Reply #32

Alexandre Besson

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2020-03-11, 13:51:55
Reply #33

Duron

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2020-03-11, 15:15:05
Reply #34

Fluss

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To be honest, i like Fstorm's implementation better. It might be not as good with stochastic textures, as technique from the paper, but it works even with textures that has strong pattern. It's more versatile and that's what really matters.

Well, a solution for both case would be nice tho !

2020-04-16, 17:43:23
Reply #35

Fluss

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Everybody is jumping into the train

2020-04-24, 22:04:45
Reply #36

moriah

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Apparently Vray is developing this feature, so my guess is Corona will follow the lead?

2020-05-28, 16:56:11
Reply #37

Papuca3D

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This has been implemented and will be in Corona 6.
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2020-05-29, 11:03:06
Reply #38

Ink Visual

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This has been implemented and will be in Corona 6.

That's brilliant! Thanks a lot guys, cannot wait to use it in production, it'll be a huge time saver in shaders preparation!

2020-05-29, 11:38:22
Reply #39

maru

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