Is there any other ways to make a texture itself rotates randomly like they're in separated spaces when it's just one single texture?

hcm250331
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Is there any other ways to make a texture itself rotates randomly like they're in separated spaces when it's just one single texture?

hcm250331
Contributor
Contributor

Hi! i have Question about texture? Please share your knowledge for me...

 

I was Trying to make this Blender tutorial work in maya, but i have problem that maya doesn't have voronoi texture.

 

https://www.youtube.com/watch?v=2ZR5XIjBmho&list=PL5bs9-GlXfYA6A6NA1EuoaW07BtrNTL7y&index=9

please check (07:05~07:10) of this tutorial! I can't find a way of how to make this in maya.

 

even though it's not voronoi pattern, Is there any other ways to make a texture itself rotates randomly like they're in separated spaces when it's just one single texture??(Like in that tutorial (07:07))

Please help me, I'm stuck here for 2 hours and I'm obsessed in this, I don't think I can sleep If I can't find the way for this. Thanks!!!!!!

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artfully3d
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Part 1: Creating the "Wave" Texture

First replicating' the initial wave procedural texture, I used the Maya Grid along with a ramp shaper to add softness. Set the Grid U width to 0 and the Grid V width to 0.5. In the Grid Place2dTexture node, set Repeat UV to (4, 18). 18 being the number of lines from top to bottom. 

 

In the Grid texture, map a ramp into the Filler Color. Set the Ramp Interpolation to Smooth. You'll want 3 nodes on the ramp, the left most node set to white, the center to black, and the right most node to white. Then in the Ramp Place2dTexture node, set the repeat to match that of the Grid which was (4, 18).  This gives each line in the grid a slightly softer appearance as seen in the tutorial video you are following.

You can change how many lines there are by changing both the Grid and Ramp UV repeat values.

artfully3d_0-1667924777949.png

artfully3d_1-1667925249089.png

 

 

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artfully3d
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Part 2: Controlling Width of Lines

 

Create a colorConstant utility node
Create a multiplyDivide utility node
Link the Color from Grid into Input 1 on the multiplyDivide
Link the Color from the colorConstant into Input 2 on the multiplyDivide
Set MultiplyDivide to Divide (this will keep the brightness/whiteness when blending)

By editing the colorConstant value, you can adjust the thickness of the grid lines.

artfully3d_2-1667925505821.pngartfully3d_3-1667925520755.png

 

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artfully3d
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Part 3: Distortion Controls

While they do want "sharp crisp" lines in the wave/grid texture. Adding the ramp from part 1 is the only way I have found to add this extra distortion control.

 

By going to the ramp and adjusting the noise, wave, and noise frequency, you can add in a level of distortion to the marks. In the tutorial all of this was contained in one node in blender, the wave node, the steps I've tested are just one way to replicate that wave and their settings.

 

artfully3d_4-1667925808630.png

 



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artfully3d
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Part 4: Voroni Texture

 

The tutorial uses a Voroni node, which is just a specific type of noise. The closest replica in Maya would be a Simplex Noise 2dTexture. In the attributes for this noise you can change the type to "Cellular" and then adjust the settings to create the pattern you need. 

 

I thought that by default the cellular noise was scaled too small, so I changed "Scale = 3".
The Voroni texture in Blender also appears to have black lines with white cells, so I used an inverse node on the Simplex Noise. This result is very soft so you'll need a way to strengthen/thicken the black lines between the cells.  I wasn't sure how to go about this, tried things such as a contrast node, but going to just use this texture as is for now and move forward.

artfully3d_0-1667927266911.pngartfully3d_1-1667927279371.png

 

 



artfully3d
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Sorry for so many replies to the one thread but I find the idea of replicating that tutorial quite interesting. I was thinking that approaching it in the same way as the video may not work just due to how the hypershade works within Maya versus the system the tutorial was using which is more similar to Substance Designer. 

 

I have found a way to add cross-hatching though, built within the Toon Shader. If you take a look at this Maya link, there is a cross-hatch section using a shader. Full disclaimer, I have not had the time to try this myself but it looks quite promising. https://docs.arnoldrenderer.com/display/A5AFMUG/Toon