Hello!
I am trying to create a material texture representing sea surface. I have small photo of the sea surface and when I apply this to the object the material get repeated on the object (please see attached image). is it possible to avoid this?If yes, could anybody advise?.
Solved! Go to Solution.
Hello!
I am trying to create a material texture representing sea surface. I have small photo of the sea surface and when I apply this to the object the material get repeated on the object (please see attached image). is it possible to avoid this?If yes, could anybody advise?.
Solved! Go to Solution.
There are many techniques to avoid it: Photoshop editing, plugins or layers.
In many cases only the first step is necessary, and there are automatic plugins that can do it for you, but not always great.
There are many techniques to avoid it: Photoshop editing, plugins or layers.
In many cases only the first step is necessary, and there are automatic plugins that can do it for you, but not always great.
You can get around it directly in max as well via OSL by utilizing the "cell" function which redistribute islands around.
We can build eaqualizers that auto correct for lens vignettes and highlights as well.
This method is the simplest and fastest.
You can get around it directly in max as well via OSL by utilizing the "cell" function which redistribute islands around.
We can build eaqualizers that auto correct for lens vignettes and highlights as well.
This method is the simplest and fastest.
This was an informative thread. I knew about the offset filter and creating composited materials but still good stuff from both respondents.
This was an informative thread. I knew about the offset filter and creating composited materials but still good stuff from both respondents.
Hey mads,
looks like a great technique!
I'm trying to replicate it with some OSL code in maya for arnold.
Could you elaborate a bit more on how you utilized the cell function? (I guess you mean cell noise?)
Thanks!
@madsd wrote:You can get around it directly in max as well via OSL by utilizing the "cell" function which redistribute islands around.
We can build eaqualizers that auto correct for lens vignettes and highlights as well.
This method is the simplest and fastest.
Hey mads,
looks like a great technique!
I'm trying to replicate it with some OSL code in maya for arnold.
Could you elaborate a bit more on how you utilized the cell function? (I guess you mean cell noise?)
Thanks!
@madsd wrote:You can get around it directly in max as well via OSL by utilizing the "cell" function which redistribute islands around.
We can build eaqualizers that auto correct for lens vignettes and highlights as well.
This method is the simplest and fastest.
Late reply but there is a good way to do that in Arnold for Maya,
using the aiTriplanar node on your bitmaps you will have an Cell option where you can control the tiling, rotation and blending on each cell. this helps a lot to reduce the tilling
Late reply but there is a good way to do that in Arnold for Maya,
using the aiTriplanar node on your bitmaps you will have an Cell option where you can control the tiling, rotation and blending on each cell. this helps a lot to reduce the tilling
wow, look at this Chaosgroup
wow, look at this Chaosgroup
Hi, I'm a bit confused when it comes to OSL.
Where could one find the tile_texture.osl that is being used here?
Hi, I'm a bit confused when it comes to OSL.
Where could one find the tile_texture.osl that is being used here?
I found the chaos mosaic code here:
https://blog.michelanders.nl/2014/12/chaos-mosaic-with-osl_29.html
I tried it in an OSL Map and it compiles, but everything is black.
Not sure what to do? Does this code actually work or is this just for Blender?
I found the chaos mosaic code here:
https://blog.michelanders.nl/2014/12/chaos-mosaic-with-osl_29.html
I tried it in an OSL Map and it compiles, but everything is black.
Not sure what to do? Does this code actually work or is this just for Blender?
It works fine in max viewport.
I updated it slightly, add a bitmap and dont forget to add a uvtransform into the Pos slot.
Just a note, this aint the superior way to do it via a shader, there are a lot of better ways.
shader chaosmosaic(
point Pos=P,
string Image=""[[string widget = "filename"]],
int M=10,
output color Color=0
){
float x,y;
x=mod(Pos[0],1);
y=mod(Pos[1],1);
float xi=floor(x*M);
float yi=floor(y*M);
// mapping here
float xp=noise("cell",Pos,xi*M+yi);
float yp=noise("cell",Pos,xi*M+yi+M*M);
float xoffset = mod(mod(x,1.0/M)+xp,1);
float yoffset = mod(mod(y,1.0/M)+yp,1);
Color = texture(Image,xoffset,yoffset);
}
It works fine in max viewport.
I updated it slightly, add a bitmap and dont forget to add a uvtransform into the Pos slot.
Just a note, this aint the superior way to do it via a shader, there are a lot of better ways.
shader chaosmosaic(
point Pos=P,
string Image=""[[string widget = "filename"]],
int M=10,
output color Color=0
){
float x,y;
x=mod(Pos[0],1);
y=mod(Pos[1],1);
float xi=floor(x*M);
float yi=floor(y*M);
// mapping here
float xp=noise("cell",Pos,xi*M+yi);
float yp=noise("cell",Pos,xi*M+yi+M*M);
float xoffset = mod(mod(x,1.0/M)+xp,1);
float yoffset = mod(mod(y,1.0/M)+yp,1);
Color = texture(Image,xoffset,yoffset);
}
Thanks for the reply!
I managed to get it working, I realize my mistake was using an actual bitmap in the image. Instead of a "File Loader".
As I mentioned I am super new to OSL, it seems to work very differently from previous 3DS Max nodes, so I can't apply previous workflows or knowledge.
Thanks for the reply!
I managed to get it working, I realize my mistake was using an actual bitmap in the image. Instead of a "File Loader".
As I mentioned I am super new to OSL, it seems to work very differently from previous 3DS Max nodes, so I can't apply previous workflows or knowledge.
Hey all. Is there a way to add blending between the tiles?
Currently I am using the chaos mosaic and UVWTransform.osl to get this result. But there is no option for blending in between tiles. I know there is a bitmap no tile osl shader, but that "fuzz" attribute doesnt work for displacement.
The only node that actually works great for displacement is the aiTriplanar, but has the downside of not working with normal maps. Cell(blending) attr in aiTiplanar:
So... Is there any way to get the blending "style" of the aitriplanar into one of this non repating osl shaders?
Thank you.
Hey all. Is there a way to add blending between the tiles?
Currently I am using the chaos mosaic and UVWTransform.osl to get this result. But there is no option for blending in between tiles. I know there is a bitmap no tile osl shader, but that "fuzz" attribute doesnt work for displacement.
The only node that actually works great for displacement is the aiTriplanar, but has the downside of not working with normal maps. Cell(blending) attr in aiTiplanar:
So... Is there any way to get the blending "style" of the aitriplanar into one of this non repating osl shaders?
Thank you.
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