Awesome work ;)
Does this now work with Corona Displacement? I believe there's currently a bug between the two resulting in artefacts.
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. :]
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?
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
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/
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?
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).
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?
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.
2) Yes, it works , but:
- It`s not really user friendly:
- Not always accurate due to rounding.
3)
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.
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.
couldnt really get it to work with using real world size.... anyone else having this issue?
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.
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.
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!
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
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(?)
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
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.
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.
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.
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.
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?
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(?)
I uploaded it to the DropBox private uploader earlier today (?)
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).
Will it make Corona's version of Randomized Tiling unnecessary?
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 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.
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?
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 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.
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.
(https://corona-renderer.com/content/comparison/hCPRU4/b.png)
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:
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=29598.0;attach=127348;image)
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.
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=29598.0;attach=127350;image)
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://www.dropbox.com/sh/mswauuv1afec8am/AAA5OKrd_QujokDM3mxQ7S40a)