Author Topic: New UVW Randomizer playground!  (Read 21382 times)

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