Author Topic: New UVW Randomizer playground!  (Read 33372 times)

2020-06-03, 09:42:13
Reply #30

maru

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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.
Marcin Miodek | chaos-corona.com
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2020-06-03, 12:17:52
Reply #31

alexyork

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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.

haha no worries it's a bit complex. will try to send you something in an email.
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2020-06-04, 15:19:52
Reply #32

Neph

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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!

2020-06-12, 11:43:54
Reply #33

Rhodesy

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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

2020-06-12, 12:06:11
Reply #34

maru

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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!

We are looking into some ways to control multiple textures using a single randomizer node.
Marcin Miodek | chaos-corona.com
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2020-06-12, 12:43:17
Reply #35

maru

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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

Attaching an example here.
It sounds like you are using it with real world scale. This is not supported in the public daily, but should be there in the upcoming one.
Marcin Miodek | chaos-corona.com
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2020-06-12, 21:21:09
Reply #36

cjwidd

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Thank you for the example Maru - this really helps!

First impressions working with the tool (stochastic tiling) is that it is very powerful and a strong step in the right direction toward enabling an auto-tiling style implementation. I think layer blending a material with itself using a noise mask is maybe a bit stronger still, just by virtue of the irregularity of the mask shape(?), but that's debatable.

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(?)

2020-06-15, 10:47:34
Reply #37

maru

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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(?)

Not yet, and it is not certain whether it will make it into V6 (probably not). We have many more ideas and improvements planned for this, but they would be added as the next iteration.
Marcin Miodek | chaos-corona.com
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2020-06-19, 09:49:32
Reply #38

GeorgeK

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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

Hi Rhodesy, as of the latest public daily build 2020-06-18, UVW randomizer now takes into account the UV scaling of input maps. This allows for better handling of real-world scale textures. Along with other great new additions.

For further detailed information, please visit here: https://forum.corona-renderer.com/index.php?topic=26830.msg172020#msg172020
George Karampelas | chaos-corona.com
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2020-06-19, 12:47:30
Reply #39

alexyork

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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.
Alex York
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2020-06-19, 14:07:31
Reply #40

aaouviz

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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.

+1!

I very rarely ever use a UVW randomiser without it also being connected into a MultiMap node.
Nicolas Pratt
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https://www.instagram.com/anotherangle3d/

2020-06-19, 14:31:29
Reply #41

maru

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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. 
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2020-06-19, 14:52:53
Reply #42

alexyork

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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.

I think that sounds awesome. For me, the more you can pack into the main corona material / coronabitmap (whichever makes sense) the better. Triplanar & colour correct are really good examples I'd forgotten about and mixing those all together in one would make so much sense and help to declutter things. These days it's rare I'm not plugging pretty much ALL maps into a colour correct. Just really handy to have a quick control for when you need to quickly adjust gamma, exposure or saturation, for example. Then being able to randomise it at the same time, and have it work in a triplanar fashion right off the bat.. sounds pretty great.
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2020-06-19, 14:55:22
Reply #43

maru

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In my opinion, but that's without giving it much thought, merging this into the Corona Bitmap is not optimal, because then we would not be able to use those things with procedurals or any other maps (unless that would be somehow added separately). But we have a nice description of the feature request and I am sure the best possible solution will be picked.
Marcin Miodek | chaos-corona.com
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2020-06-19, 14:59:34
Reply #44

Fluss

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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.