Offset texture projection
Offset texture projection
I do have a tileable map for a few characters. Each character looks the same. Same geometry, same uvs. Instances from one character.
To avoid the same look, I want to create a custom attribute (0 - 1) and use this attribute to offset the texture. So far I used the remap uv function, but it only moves the texure around. Also it is tiled, I won't repeat in the areas outside of the remapping region. That's what I would need. Repeats of the texure outside of the remapped region.
I stumpled across the "edit uv" node, but can't figure out how to use it with an image.
Currently I can only think about 4 image projections and combine them with a mix colors node, each one covering an area, so the blank areas don't appear any more.
Is there an easier way to offset a texture on a uv map? There aren't any projections on my object. Just plain imported Uvs.
Thanks for your help and merry x-mas.
Pancho
To avoid the same look, I want to create a custom attribute (0 - 1) and use this attribute to offset the texture. So far I used the remap uv function, but it only moves the texure around. Also it is tiled, I won't repeat in the areas outside of the remapping region. That's what I would need. Repeats of the texure outside of the remapped region.
I stumpled across the "edit uv" node, but can't figure out how to use it with an image.
Currently I can only think about 4 image projections and combine them with a mix colors node, each one covering an area, so the blank areas don't appear any more.
Is there an easier way to offset a texture on a uv map? There aren't any projections on my object. Just plain imported Uvs.
Thanks for your help and merry x-mas.
Pancho
Re: Offset texture projection
Hi,
it's odd but offseting in your projection lookup and passing it to an fresh edit uv resolve the repeat problem ;-)
cf screenshot
Noël
it's odd but offseting in your projection lookup and passing it to an fresh edit uv resolve the repeat problem ;-)
cf screenshot
Noël
Re: Offset texture projection
Thanks for the answer! Managed to workaround with 4 textures which are all moved slightly so that they don't overlap. I then move all of them in a direction, so the UV will get at always a texture projected onto it. No holes!
Re: Offset texture projection
There's still one question. Probably almost the same solution, though SI crashes constantly while experimenting.
How do I move a procedural texture (like fractal) along my UV? Which node is there to project the fractal texture onto it (like the image lookup in yours)?
Cheers
Pancho
How do I move a procedural texture (like fractal) along my UV? Which node is there to project the fractal texture onto it (like the image lookup in yours)?
Cheers
Pancho
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Re: Offset texture projection
Get your procedural from 'Texture Generators' category ;)Pancho wrote:There's still one question. Probably almost the same solution, though SI crashes constantly while experimenting.
How do I move a procedural texture (like fractal) along my UV? Which node is there to project the fractal texture onto it (like the image lookup in yours)?
Cheers
Pancho
Re: Offset texture projection
Thanks - so - much! Completely new to texturing in SI, so it's sometimes a bit hard ...
Re: Offset texture projection
hi, yes some nodes are essential when working with ice... (vector state, etc...)
don't forget the addon from http://www.binaryalchemy.de/ his shader collection is a must have ;-)
don't forget the addon from http://www.binaryalchemy.de/ his shader collection is a must have ;-)
Re: Offset texture projection
hey,
actually I dont like crosspostings
But, I just found that post some minutes ago and thought, you could help me with this problem:
I have an ocean plate (attached) that is part of an animation.
Now I would like to repeat that on ONE grid with texture repeats.
If I would do it just out of the box, the black borders would make a very bad seam.
Instancing the grid and let them overlap a bit would help, but I need that texture on a single grid repeated....
Is there something similar to what you did in your post, NNois?
Thanks
actually I dont like crosspostings
But, I just found that post some minutes ago and thought, you could help me with this problem:
I have an ocean plate (attached) that is part of an animation.
Now I would like to repeat that on ONE grid with texture repeats.
If I would do it just out of the box, the black borders would make a very bad seam.
Instancing the grid and let them overlap a bit would help, but I need that texture on a single grid repeated....
Is there something similar to what you did in your post, NNois?
Thanks
Re: Offset texture projection
In this case I would use after effects or something similar, make a composition twice the size of your image, instance 8 meshes around the original (so you have nine image like on a side of a rubics cube), set everything to lighten over a black background and then crop the final image. Do this in SI might be a burden to the render times. In a composing app it should be easier to handle.
Once you got an image without the crumpled borders everything should be fine.
Cheers
Once you got an image without the crumpled borders everything should be fine.
Cheers
Re: Offset texture projection
hey pancho,
thanks a lot! exactly what I need!
Saving my evening.
greetings!
thanks a lot! exactly what I need!
Saving my evening.
greetings!
Re: Offset texture projection
What I did in the past for this purpose is to do everything in SI directly.
Once you've set up the ocean, create an empty point cloud and a grid (3x3). In the point cloud instance the ocean on the grid. If the sizes are alright, the seems will be eliminated (gridsize = 3x ocean gridsize). Then render a displacement map or whatever for the center region. The black edges won't be visible as the instanced meshes will cover these spots.
More or less the same approach like in my previous post, but all in SI.
Once you've set up the ocean, create an empty point cloud and a grid (3x3). In the point cloud instance the ocean on the grid. If the sizes are alright, the seems will be eliminated (gridsize = 3x ocean gridsize). Then render a displacement map or whatever for the center region. The black edges won't be visible as the instanced meshes will cover these spots.
More or less the same approach like in my previous post, but all in SI.
Re: Offset texture projection
great, ty for both solutions!
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