Hi roeland,
I am really sorry to dig out this old tread but this topic is super interesting and important for me and my work.
I have been searching the forum for methods of randomization for tiled multi textures and ended up here.
I tried out your OSL shader "procedural flooring 2" and I am
really impressed. For me this could become a real game changer for my work, since I do architectural visualizations, I deal with these kind of textures on a daily basis.
However I am not a programmer and although I try to figure out what you guys are doing, I have a really hard time. I tried to modify the code so that it would implement the ability to use multi textures like this:
https://www.vizpark.com/shop/beech-wood-parquet/ , but although I spent several hours trying I failed to do it.
So here is my wish:
Could you please take the time to create a "procedural flooring 3" shader that would add the following features to the existing "procedural floor 2":
1. - Give the user the ability to add a custom number of bitmap textures and optional define a priority for the random selection e.g. texture 1 will distribute 22% of the tiles, texture 2 will distribute 30 % and so on.
2. - Give the user a way to define the cell size by input X size, Y size (this should be independent from the aspect ration of the bitmaps) and a mortar thickness and if possible basic brick patterns like this:
3. - Have the option to randomly rotate the texture by a given increment like e.g. 90 deg, together with the option to horizontally and vertically flip the images randomly.
4. Give the user the option to define a texture for the mortar (diffuse color) while preserving the possibility to have a independant displacement map like in the existing shader.
I suspect that a lot of this already exists somewhere in some tread but I am unable to put the pieces together.
IMHO this is a big, big feature for everyone involved in architectural visualization, so if someone could do this and maybe place it more prominently that buried under this thread I think a lot of people would profit from this.
I would really appreciate some help and also be happy to pay for such a shader.
Best
Andreas
P.S. : IMHO this is so important that it should become an
official octane texture node and not just some OSL code inaccessible for a lot of users, who are using Octane but are not so savvy when it comes to coding.
PPS: : here is an example of a first test I did with the "procedural floor 2" shader: