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rest state for proceduaral textures
Posted: Sun May 22, 2022 3:45 pm
by WoutTgh
Hello,
I'm aware that you can bind procedural textures to meshes with the projection node linked to the projection input in a procedural texture. This kinda defeats the purpose though, as the seamless procedurals are now sampled in uv space and so that means seams. Is it possible to simply define a rest state on the points and have the procedural textures sample that ?
Re: rest state for proceduaral textures
Posted: Sun May 22, 2022 4:09 pm
by galleon27
WoutTgh wrote:Hello,
I'm aware that you can bind procedural textures to meshes with the projection node linked to the projection input in a procedural texture. This kinda defeats the purpose though, as the seamless procedurals are now sampled in uv space and so that means seams. Is it possible to simply define a rest state on the points and have the procedural textures sample that ?
Rest position is not implemented yet. Its planned for Octane 2022.x
Re: rest state for proceduaral textures
Posted: Sun May 22, 2022 4:19 pm
by WoutTgh
I see, would it be possible to do that with an projection OSL Shader ? I'm playing around with it but I can't seem to import a vertex attribute ( I would use a rest attribute to offset the sampled point)
Re: rest state for proceduaral textures
Posted: Sun May 22, 2022 4:32 pm
by WoutTgh
Okay, some progress, I can import a uv projection with
point proj1 = point(u, v, 0)
but the w coordinate is ignored/doesn't exist ?
Re: rest state for proceduaral textures
Posted: Sun May 22, 2022 4:43 pm
by WoutTgh
Cool, I got it working !
Here the osl projection shader code:
shader projection
(
point proj1 = point(u, v, 0)
[[string label = "Projection1"]],
point proj2 = point(u, v, 0)
[[string label = "Projection2"]],
matrix test = 0,
output vector uvw = vector(0,0,0)
)
{
uvw[0]= proj1[0];
uvw[1]= proj1[1];
uvw[2]= proj2[0];
}
proj 1 is 1st uv set, where u = rest x and v = rest y
proj 2 is 2nd uv set where u = rest z
uvw[0]= proj1[0];
uvw[1]= proj1[1];
uvw[2]= proj2[0];
}
Re: rest state for proceduaral textures
Posted: Sun May 22, 2022 5:07 pm
by WoutTgh
Weird, is gives nice results on diffuse textures, procedural sticking to the surface and all that, but when used in a bump map, the intensity of the bump map is much higher along the z axis.. hmmmmmmm
Re: rest state for proceduaral textures
Posted: Sun Jul 24, 2022 6:21 pm
by jamnique
Huge thank you for sharing @WoutTgh!

Just what I was looking for
Re: rest state for proceduaral textures
Posted: Sun Jul 24, 2022 6:26 pm
by WoutTgh
jamnique wrote:Huge thank you for sharing @WoutTgh!

Just what I was looking for
hey ! you're very welcome, glad you found it helpful :p
Re: rest state for proceduaral textures
Posted: Thu Mar 16, 2023 1:40 am
by rifat
Hi and thanks WoutTgh,
Would anyone share a file or show me how to use the OSL in houdini octane 2022 please?
or did Octane already come up with solution to use @rest for triplanar
Thank you!
Re: rest state for proceduaral textures
Posted: Thu Mar 16, 2023 5:26 pm
by WoutTgh
rifat wrote:Hi and thanks WoutTgh,
Would anyone share a file or show me how to use the OSL in houdini octane 2022 please?
or did Octane already come up with solution to use @rest for triplanar
Thank you!
Ello !
Off the top of my head: add an OSL shader ( for uv/mapping/projection ), paste the code, link the output to the projection input of for example a procedural shader.