Hi,
I've been trying to create seamless/non tiling grass material. I've tried using turbulence and the new uvw mapping but I can still see the tiles.
Any texture gurus out there that can help me out?
Thanks
Creating seamless material
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you need to combine multiple turbulence textures with different scales and orientations, there will still make tiles but at very far pov
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
You can use an OSL Texture node:
Just plug your map in the Input and don't forget to change the projection to OSL
Code: Select all
// Shader : Texture Tiling OSL shader
// Author : Hayssam Keilany
//
// Description :
//
// Meant to "break" the repeating patterns on textures
// Very simple version, could be improved by anyone if they feel like it :)
// REMINDER : YOU NEED TO USE "OSL UV" IN THE PROJECTION NODE
#include <octane-oslintrin.h>
color dissolve(color tex1, color tex2, float mix, float noisescale)
{
float rnd = noise("noise", P * noisescale);
color c;
if(rnd < mix)
c = tex2;
else
c = tex1;
return c;
}
shader Texture_Tiling
(
color texinput = color(1,1,1)
[[string label = "Input (Texture)"]],
float scale=4.0
[[string label = "Tiling Scale", float min=0.0, float sliderexponent=4,float max=10]],
int pixelate = 1
[[string label = "Enable Pixelation",string widget = "boolean"]],
int blurmode = 0
[[string label = "Enable Blur Mode",string widget = "boolean"]],
float blursize = 0.5
[[string label = "Blur Size",float min = 0.0, float sliderexponent=4, float max=1]],
float noisescale = 6
[[string label = "Noise Size",float min = 0.0, float sliderexponent=4, float max=100]],
output color c=0
)
{
float u_tile; float v_tile;
// "pixelize" the texture
if (pixelate)
{
u_tile = floor(u * scale);
v_tile = floor(v * scale);
}
else
{
u_tile = u;
v_tile = v;
}
// offset it
// can be changed to "cell" but voronoi looks more natural
float u_jit = noise("voronoi", u, v_tile * scale + v_tile);
float v_jit = noise("voronoi", v, u_tile * scale + u_tile);
// add with untouched UV
float xoffset = u + u_jit;
float yoffset = v + v_jit;
// declare the textures to blur
color tex1 = _evaluateDelayed(texinput, xoffset , yoffset );
color tex2 = _evaluateDelayed(texinput, xoffset+blursize , yoffset );
color tex3 = _evaluateDelayed(texinput, xoffset , yoffset + blursize);
color tex4 = _evaluateDelayed(texinput, xoffset - blursize, yoffset - blursize);
// choose between dissolve or blur
if (blurmode) c = (tex1 + tex2 + tex3 + tex4) / 4;
else
{
color c1 = dissolve(tex1, tex2, 0.5, noisescale);
color c2 = dissolve(c1 , tex3, 0.5, noisescale);
c = dissolve(c2 , tex4, 0.5, noisescale);
}
}
Hi franchais,
you need 3.08test 6, to try out OSL nodes. ciao beppe
you need 3.08test 6, to try out OSL nodes. ciao beppe
Hi franchais,
you need to enable the Script development option in Preferences/Application: ciao beppe
you need to enable the Script development option in Preferences/Application: ciao beppe
Hi bepeg4d,
I just tried this out and I have to say that this is totally A W E S O M E
That is for me like a real new feature of Octane! I tried this aproach with very bad tiling textures and got acceptable outcome!
I think this is a game changer for texturing with with bitmaps... and I could imagine it is just the beginning...
I really hope It will work within the Rhino plugin soon ...
thank you so much for posting!
best
Andreas
I just tried this out and I have to say that this is totally A W E S O M E
That is for me like a real new feature of Octane! I tried this aproach with very bad tiling textures and got acceptable outcome!
I think this is a game changer for texturing with with bitmaps... and I could imagine it is just the beginning...
I really hope It will work within the Rhino plugin soon ...
thank you so much for posting!
best
Andreas
Architectural Rendering Services
1 x 4090 GTX, 1 x 3090 GTX
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1 x 4090 GTX, 1 x 3090 GTX
http://www.v-cube.de
Hi Andreas,
happy to hear that you are having fun with OSL nodes
Thanks to Hayssam Keilany for sharing this great script
Happy GPU-OSL Rendering,
ciao beppe
happy to hear that you are having fun with OSL nodes

Thanks to Hayssam Keilany for sharing this great script

Happy GPU-OSL Rendering,
ciao beppe