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  • Published 5 Oct 2018

texture-bombing node.

Even seamless textures have a pattern that can be difficult to hide. Texture-bombing overlays multiple layers of the same texture, but each layer is rotated and scaled differently, It works extremely well. I crafted my own 3-layer node group but inability to pass handles in blender nodes forced me to make each layer from scratch, grrr. (I'm posting separately about handles)

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Development Status: Open

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shadowphile
5 Oct 2018

3 Comments

poikilos

Here's an idea to help make this actionable: Maybe a pseudorandom generator and seed and spacing setting (in uv space measurement) could handle this consistently. An existing 3d pseudorandom generator (Voronoi or other; maybe selectable and scale can be set--perhaps even seed could be customized but different seeds per rot & scale could be default, & recommended in tooltip) could be used if uv of the center of the next repeat, determined by spacing is used for the input, and the output value is used for rotation ( variance=1.0 ; result_angle_rad=output1*(2*math.pi radians*variance) ; #then clamp angle if needed) and a different value for scale ( custom_range=custom_max-custom_min ; result_scale=math. fmod(output2*custom_range*variance, custom_range) +custom_min ; result_size=result_scale*spacing ) via a different seed (there would be no direct Voronoi/other pattern, but the separate seed for rotation and scale would be so obvious patterns don't emerge). To make pattern less flowing even at larger Voronoi/other scale, increase variance to something other than 1.0 (minimum for variance input box should be 1.0--max is not needed but effect would start to repeat when variance >= 2 so maybe tooltip could include "(2 has same visual effect as 1)") . All this is "forward rendered" so getting this to work in a shader would likely require preparation of the resulting texture before shading begins, which is hopefully doable somehow, otherwise the feature may need to be a modifier (or internal addition to the texture mapping code [I'm not sure whether modifiers or addons can affect mapping that extent], or something else?). Can anyone with more knowledge about the internals of Cycles/EEVEE comment on that?

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poikilos

@stephen: Thanks, much more ready to implement. A node group like that could be added to the menu!