How to avoid uniformly bitmap texture pattern?

How to avoid uniformly bitmap texture pattern?

Anonymous
Not applicable
1,929 Views
3 Replies
Message 1 of 4

How to avoid uniformly bitmap texture pattern?

Anonymous
Not applicable

Hello guys.

I've been using max for a month. I quite understand some modelling feature. But when it comes to texturing or UV mapping, it kills me.

 

I have no idea what to do with my case. I've been looking for solution on YouTube. Yet, it didn't resolve my problem.

This is kinda basic, maybe. I just want to know how to make the bitmap pattern doesn't appear seamlessly. As you can see at the pic that I've posted below. The sand pattern is pretty boring, so unusual, awkward, and pretty sure my grandma had this pattern too in her kitchen stuffs.

 

The thing that I want to ask is How to make the bitmap pattern is randomly arranged? And not looks like my grandma tablecloth again.

I've used OSL Randomize Bitmaps. But the fact is, this map just creates randomize bitmaps within more than one texture. Since I only need to randomize this only sand texture alone and appears a bit realistic without adding any other textures and stuffs.

Annotation 2020-08-26 003542.jpg

 

I hope somebody will see this, and gives me the magic spell to fix this. 😁

Thanks!

0 Likes
Accepted solutions (2)
1,930 Views
3 Replies
Replies (3)
Message 2 of 4

JM_K
Advocate
Advocate
Accepted solution

There are a few methods I've used to avoid this type of uniformity. 

In the case of sand, you might consider using something like a Noise Map for one or more of the channels.

For example, you might find that adding Noise to the bumpmap might give you a good effect. You will most likely want to keep the bumpmap at a low value. https://docs.arnoldrenderer.com/display/A5AF3DSUG/Noise

There are different types of Noise so experiment with them to see which one gives the best result.

Note that the Noise map is also tiled so it can look strangely conformed over a large area. So you might also consider using the Arnold displacement modifier on the surface as well. https://docs.arnoldrenderer.com/display/A5AF3DSUG/Displacement \

Again, a bit of testing will show you the best values. For the Map value, you can use an image but also you can use a Noise Map.

There might be cleverer ways to do this but these are approaches that have worked for me.

P.S. using really dense Noise Maps may impact on render time 😉 

 

Insert witty comment here.
Message 3 of 4

BenBisares
Autodesk Support
Autodesk Support
Accepted solution

If you have 2021.2 there's a new OSL shader called "Bitmap Random Tiling" the specifically addresses this

 

OSL-BRT.png

 

 

Otherwise check out this great post by Paul Neale on the Facebook Stack group which shows an alternative OSL method.

https://www.facebook.com/groups/stackthis/permalink/1118115231868305/

 



Ben Bisares
Message 4 of 4

Anonymous
Not applicable

It's been awhile now. I have done a lot of things on 3ds max. Now I can figure out my past question. Since I'm using corona renderer, It's just simply adding coronaUVrandomizer map on the node material editor before linking it into the input material.

0 Likes