TIle OSL

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A.Lopez
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Posts: 60
Joined: Fri Jan 21, 2022 4:20 pm

tiles_basic.osl
(529 Bytes) Downloaded 136 times
Hi all!
I've found on the web this great OSL, originally made for blender (as usual...), from this site: http://www.ngon-paradise.com/wiki/doku. ... texture-en, to make square tiling with options.
I've imported it in Octane, running the OSL it succeeded, but then it doesn't work...
Any idea?
Thanks a lot,
Roy
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jobigoud
OctaneRender Team
Posts: 244
Joined: Sat Aug 15, 2015 1:28 pm

Here:
tiles_basic.osl
(548 Bytes) Downloaded 169 times
Mainly I removed the fixed `Coordinates` input and replaced it in the code with the actual texture UV.

You can also try the "Stripes" and "Tile patterns" built-in textures. They don't take a noise input at the moment but they can make more interesting patterns.
A.Lopez
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Posts: 60
Joined: Fri Jan 21, 2022 4:20 pm

GENIUS!
Thank you!

I've tried tile pattern built in before, but it hasn't the square pattern. And scaling the brick pattern, it scales the gaps too...it's possible to create a tile pattern where if I scale the pattern, the gaps remain the same size?
R.

P.s Just as a suggestion, to make Octane more powerful:
create a library of procedurals materials (in my case for the architectural domain). This is the future. I've created a nice stones wall all procedural in MODO some years ago, but very lot of work to obtain a good result (now I can't spend that time to recreate a stones wall procedural in Octane, so I'm using 16k images...).
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jobigoud
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To make squares you can use the Stripes texture, just set the horizontal and vertical stripes color to be the same.
The library of materials is called the LiveDB you should have access to it from the plugin.
A.Lopez
Licensed Customer
Posts: 60
Joined: Fri Jan 21, 2022 4:20 pm

oh yes, you're right about the stripes, thanks.
About the library, in my opinion, the very useful is from otoy absolute textures folder. My suggestion is to create more of these but with procedural textures instead of bitmap. But it's only a suggestion of course.
Thanks,
R.
A.Lopez
Licensed Customer
Posts: 60
Joined: Fri Jan 21, 2022 4:20 pm

Hi Jobigoud!
I have a big issue with procedural textures (tile pattern in this case). If I use this texture as a displacement map, baking it of course, and then I put the same texture not yet baked inside the diffuse channel, there is an offset between the two textures!
Could You please help me? I've posted this issue to the Rhino plugin forum but I think Paul had no time to reply and it's urgent here...
Thank you very much for your help,
Roy
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Capture displacement offset.PNG
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jobigoud
OctaneRender Team
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Joined: Sat Aug 15, 2015 1:28 pm

I just tried this on a plane in standalone and didn't see any misalignement by default.
It can become misaligned if I change the UV transform at the baking texture level.
Are you using Mesh UV projection or something else?
Are you using any UV transform?
A.Lopez
Licensed Customer
Posts: 60
Joined: Fri Jan 21, 2022 4:20 pm

stones wall.png
Hi Jobigoud,
today I've spent my time creating a procedural stones wall (the one attached) and I've understood the issue.

The model in the image is 300 x 300 cm. The texture map is 300 x 300 cm. So, as you can see in the image, there is no issue.
But...the problem starts if you want to apply the material to a bigger object, for example, a model of a wall of 600 x 300 cm.
In that case, all the channels except the displacement work procedurally. Unfortunately, the displacement now needs to be baked to work with a procedural texture as input. So, baking it, You will have the displacement that will repeat the baked image, while the other channels are full procedurals and they haven't repetitions.
So the BIG problem to me (because I've created the procedural stones wall to avoid maps repetition, lol), it's that I need to bake all the channels! In this case, the problem is solved (but I have repetitions!).
Why texture displacement doesn't accept the procedural textures as input without baking them? To me, this could be a killer feature of octane.
Roy
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jobigoud
OctaneRender Team
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Joined: Sat Aug 15, 2015 1:28 pm

You can try Vertex displacement instead, it works with procedural textures. In this case it will displace the vertices of the geometry so you may need to increase the subdivision level.
A.Lopez
Licensed Customer
Posts: 60
Joined: Fri Jan 21, 2022 4:20 pm

Impossible to use in this case. Too many resources are requested. I need to subdivide many walls of 100 square meters into meshes of 2 cm max length to obtain a decent result.
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