Breaking seamless texture pattern?

Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

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Builtdown
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Posts: 216
Joined: Thu Sep 04, 2014 2:21 pm

Hi,

Can someone help to give texturing tips:
For example now I have a nice seamless sand texture that works well when camera is on eyelevel. But I need to lift camera 30 meters up and even that the texture is seamless now it doesn´t look good anymore.
How can I "break the pattern" of the texture so it would look better from further away?


Thanks!
frankmci
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I'm not a Lightwave user, but if you've got the Octane Chaos node, give that a try. It works quite well in many situations. If that's not enough, try also multiplying a world space noise over top of it.
Animation Technical Director - Washington DC
Builtdown
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Joined: Thu Sep 04, 2014 2:21 pm

Thanks.

Can some Lightwave user help?
For example, can I somehow mix two texture maps with procedural maps? I dont know how to do it...?
frankmci
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I'm still not a Lightwave user, but...
You can try using the Lightwave Octane Mix Texture node with your source textures, and use another texture in the Amount parameter as the mask that separates/blends them. If your source textures are tiling bitmaps, I suggest using one of the Octane procedurals, such as Marble, Turbulence, or Noise Texture Node options to drive the Amount value.
Animation Technical Director - Washington DC
Builtdown
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Thanks, that was what I wanted to learn.
Alltough it didn´t make much of the effect on the "tiling" look.

If someone has more tips, I´m happy to hear.
Builtdown
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frankmci
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Builtdown wrote:Anything like this for Octane?:
https://www.youtube.com/watch?v=ve3TXCu ... l=Erindale
Yup, that's essentially what the Chaos node does, as I mentioned originally.

https://www.youtube.com/watch?v=q6QDZsjhvD8

I still like to throw some procedural chroma/luma variation over top, but Chaos gets you 85% there.
Animation Technical Director - Washington DC
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