Author Topic: New UVW Randomizer playground!  (Read 33368 times)

2020-08-25, 09:19:01
Reply #60

maru

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Can you send me a scene where I only need to press F9 to see the issue, without the need to change anything?
Marcin Miodek | chaos-corona.com
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2020-08-25, 10:07:04
Reply #61

cjwidd

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Very weird, the issue is not present after merging into a fresh scene(?)

2020-08-25, 10:10:06
Reply #62

maru

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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).
We should have a solution to this ASAP, and currently it seems that using the bump converter is a valid workaround (at least to the issue I was able to find).
Marcin Miodek | chaos-corona.com
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2020-08-25, 11:35:03
Reply #63

cjwidd

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Appreciate your help with this, I know I was probably abusing the UVWR a little bit by inverting the coords haha

2020-08-25, 11:46:02
Reply #64

maru

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Well, that's supported, otherwise it wouldn't let you input negative values. But it looks like it sometimes doesn't work right.
Marcin Miodek | chaos-corona.com
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2020-08-27, 22:19:56
Reply #65

lupaz

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Hey guys.
So I read that 3ds max now has a new OSL map to randomize textures on a surface. Is this or will this be compatible with Corona? Will it make Corona's version of Randomized Tiling unnecessary?

2020-08-27, 23:06:14
Reply #66

romullus

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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'm not Corona Team member. Everything i say, is my personal opinion only.
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2020-08-28, 00:38:19
Reply #67

lupaz

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Will it make Corona's version of Randomized Tiling unnecessary?

Of course not, there are many people who work with older 3ds max versions.

True. Thanks.
But for those who do have the latest 3Ds max version, will that OSL map be fully functional? And, if so, do you guys think there will be any advantage of using Corona's implementation vs 3ds Max's?

This is more out of curiosity since I really can't try the new OSL yet.
 

2020-08-28, 16:13:56
Reply #68

maru

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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.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2020-08-28, 16:50:11
Reply #69

lupaz

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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.

Got it.
Thanks Maru.
Yes, the UI was always one of Corona's strengths.

2020-08-28, 20:55:50
Reply #70

cjwidd

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@maru is that some indication then, given the OSL bitmap, that it may be possible to visualize the Corona UVWR in the viewport?

2020-08-29, 10:56:47
Reply #71

cjwidd

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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?

2020-08-31, 10:55:10
Reply #72

GeorgeK

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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?

Can you please submit a ticket with an example I was unable to reproduce the issue, I might be missing something. Thanks.
George Karampelas | chaos-corona.com
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2020-09-04, 23:26:43
Reply #73

cjwidd

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@GeorgeK I haven't had time to document some of these issues just yet, but I will ASAP.

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.

2020-09-21, 17:19:43
Reply #74

maru

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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 wasn't able to reproduce it, or don't understand what exactly "behaves as expected" is supposed to mean in this case.
We will need a repro scene or a better description of the issue and how to trigger it.

Thanks in advance! :)
Marcin Miodek | chaos-corona.com
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