is it possible in future to add maps (bricks, mosaics, ceramic tile, plaster (bark beetle ... horizontal-vertical), a procedural texture surface roofs.
and may be the generator bump stones)
really need Mosaic! very very!!!
We thus get rid of excess Downloading the video memory on the export of textures
procedural maps
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- Elvissuperstar007
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Last edited by Elvissuperstar007 on Fri Jan 07, 2011 12:08 pm, edited 6 times in total.
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+1
- platon11109
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+1
My English is bad! Google translator to help me!
Intel Core i7-960 3.2GHz | GTX460 2G| GTX 580 3G | 24gb ram | Win10 64 |
Intel Core i7-960 3.2GHz | GTX460 2G| GTX 580 3G | 24gb ram | Win10 64 |
- Elvissuperstar007
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These cards are much healthier than this ... Here is her principle the possible use as a mosaic, but it's not quite
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Team Russia on the loose
Yes, I agree - tiling procedurals (brick, grid...) are also needed for the texture nodes, as are additional organic noises (like voronoi).
+1

Yes, I agree - tiling procedurals (brick, grid...) are also needed for the texture nodes, as are additional organic noises (like voronoi).
+1
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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- Elvissuperstar007
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I think a regular tile with different offsets is not particularly difficult
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procedurals are not only for saving precious vram, they're also a very handy weapon in the war against TILING. street materials for instance wouldn't be possible to render with a detailed foreground AND a descent file size, WITHOUT nasty tiling, if it wasn't for procedurals.
i can only speak for cinema4d - but procedurals could be WAY more user friendly.
for me - the perfect shader-designer would be something like mapZone WITHIN my render engine. (for those who don't know mapZone: it's an application that lets you design textures with procedural shaders via a node based interface. unfortunately one needs to save it as a texture for export into a render-app. kind of defeating its purpose if you ask me).
in short - i can't emphasize how nice and extremely useful a descent procedural tool would be that doesn't stop at a few noise patterns. as octane is already node-based i was expecting such a tool sooner or later anyways but now felt the urge to go on record, as it doesn't seem to be on radiance's roadmap. at least not for the near future. correct me if i'm wrong.
i can only speak for cinema4d - but procedurals could be WAY more user friendly.
for me - the perfect shader-designer would be something like mapZone WITHIN my render engine. (for those who don't know mapZone: it's an application that lets you design textures with procedural shaders via a node based interface. unfortunately one needs to save it as a texture for export into a render-app. kind of defeating its purpose if you ask me).
in short - i can't emphasize how nice and extremely useful a descent procedural tool would be that doesn't stop at a few noise patterns. as octane is already node-based i was expecting such a tool sooner or later anyways but now felt the urge to go on record, as it doesn't seem to be on radiance's roadmap. at least not for the near future. correct me if i'm wrong.
Windows7, QuadCore, 8GB RAM, GeForce 480, Cinema4D R12