Author Topic: Large-scale texture worfklow  (Read 496 times)

2025-04-09, 08:10:49

sigmviz

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Hello guys,

I am currently doing an exterior visualization for a hotel, the facade should be made of stone cladding!
For example this one would be very nice!

https://quixel.com/megascans/home?category=surface&category=stone&category=tile&assetId=vjqifhu

When I apply this texture to the facade you can see the repeating texture very strongly, which looks very unrealistic.
How can this be solved?
Would the stones have to be modeled? Or could UVW randomization be used?

2025-04-09, 10:28:12
Reply #1

maru

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Mapping Randomizer should give you nice results: https://docs.chaos.com/display/CRMAX/Corona+Mapping+Randomizer
If you are not getting what you would like to, please post examples and we should be able to help you.
Marcin Miodek | chaos-corona.com
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2025-04-10, 09:35:44
Reply #2

sigmviz

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Ok thanks,

So basically I would have to divide the wall area into smaller areas and then use CoronaMappingRandomizer with randomize by polygon?

2025-04-10, 09:54:45
Reply #3

romullus

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No need to divide geometry, just enable randomize each tile in Corona randomizer and adjust randomization parameters to your need. Settings like in attached screenshot should work pretty well for your texture.
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2025-04-10, 16:01:12
Reply #4

sigmviz

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Thank u, yes this looks way better!
Can u explain what exactly are the Additional outputs in this case?
Somehow it looks like that there is no different result when i change values

2025-04-10, 16:11:15
Reply #5

romullus

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Additional outputs allows you to have single randomization map which controls multiple textures at once. It's there for user convenience and workflow simplification and has no effect on how randomizer itself is working. You can read more about additional outputs in this article: https://support.chaos.com/hc/en-us/articles/15771759780369-Multiple-Input-and-Output-Maps I highly recommend you to read it and adopt this functionality to your workflow. Once you do that, you will wonder how could you live without this before ;]
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2025-04-10, 16:22:04
Reply #6

maru

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Basically it takes you from here:

diffuse bitmap > randomizer 1 > diffuse channel of a material
roughness bitmap > randomizer 2 > roughness channel of a material
bump bitmap > randomizer 3 > bump channel of a material

to here:

diffuse bitmap, roughness bitmap, bump bitmap > randomizer 1 > diffuse channel, roughness channel, bump channel of a material
Marcin Miodek | chaos-corona.com
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