[Bf-funboard] Texture bombing

Hadrien Brissaud hadriscus at gmail.com
Wed Aug 12 22:53:26 CEST 2015


As far as I am concerned, offline rendering : I was envisioning a generic
node for use with Cycles.
Also, dynamic paint apparently does not support textures, only a single
color with alpha.

Hadrien

On 28 July 2015 at 16:56, joe <joeedh at gmail.com> wrote:

> Few more questions.  Is the primary use case real-time, or offline
> rendering?  I was thinking of using a blue noise point distribution, but
> that might be slow for real-time.  Perhaps I'll implement a "real-time"
> mode that just implements nvidia's method:
>
> http://http.developer.nvidia.com/GPUGems/gpugems_ch20.html
>
> Joe
>
> On Mon, Jul 27, 2015 at 11:04 AM, joe <joeedh at gmail.com> wrote:
>
> > I like this idea. I may try implementing it myself.  I'm not sure if this
> > should be a node, or a new texture type, though (I like the idea of a new
> > texture type a bit better).
> >
> > Joe
> >
> > On Mon, Jul 27, 2015 at 10:41 AM, Bassam Kurdali <bassam at urchn.org>
> wrote:
> >
> >> Using Dynamic paint might be possible but it doesn't have the advantage
> >> of using just one small image repeated multiple time; you'll get
> >> something 'baked' into a giant image texture, or indeed an image
> >> sequence, so it will be less advantageous in terms of saving memory or
> >> disk space (also it is a lot more cumbersome to setup and manage in a
> >> pipeline)
> >> Finally I'm not even sure it will work with DP - is it supported to
> >> paint with images using particles? I've never tried that (cool if it
> >> does).
> >> Cheers
> >> Bassam
> >>
> >> On Mon, 2015-07-27 at 17:01 +0200, Hadrien Brissaud wrote:
> >> > Worth investigating, I am not familiar with dynamic paint, will
> >> > update on
> >> > this. Thanks.
> >> >
> >> > On 27 July 2015 at 16:42, <mond at email.cz> wrote:
> >> >
> >> > > Maybe I missed the point, but isn't it already possible with
> >> > > Dynamic paint
> >> > > and particle system?
> >> > > From your video it seems to me as the same system.
> >> > >
> >> > >
> >> > >
> >> > >
> >> > >
> >> > >
> >> > > ---------- Původní zpráva ----------
> >> > > Od: Lukas Stockner <lukas.stockner at freenet.de>
> >> > > Komu: Discuss Blender's functionality. <bf-funboard at blender.org>
> >> > > Datum: 25. 7. 2015 17:59:45
> >> > > Předmět: Re: [Bf-funboard] Texture bombing
> >> > >
> >> > > "This should be possible with OSL: Create a set of points around
> >> > > your
> >> > > sample
> >> > > point (of course, it must always be the same ones, so an approach
> >> > > would be
> >> > > stratification based on a hash function, like it's done for Voronoi
> >> > > cells),
> >> > > calculate the difference of the sample point and each random point,
> >> > > look up
> >> > > these values in the texture and sum them together. Of course there
> >> > > are
> >> > > implementation details to be considered, but with a bit of tweaking
> >> > > it
> >> > > should
> >> > > work.
> >> > >
> >> > > On Sa., Juli 25, 2015 at 5:12 nachm., Knapp < magick.crow at gmail.com
> >> > > [magick.crow at gmail.com] > wrote:
> >> > > Has anyone done anything with this yet?
> >> > >
> >> > > On Mon, Jul 13, 2015 at 4:17 PM, Adam Preisler <adam at preisler.me>
> >> > > wrote:
> >> > >
> >> > > > Hi Hadrien,
> >> > > >
> >> > > > Great idea!
> >> > > >
> >> > > > I myself do this by mixRGBing 2 or more textures using noise
> >> > > > input (like
> >> > > > CarlG stated in the thread); but this is probably the workaround
> >> > > > you
> >> > > talk
> >> > > > about?
> >> > > >
> >> > > > Hopefully this can be done in code as it would allow this tedious
> >> > > > task
> >> > > to
> >> > > > be done rather automatically.
> >> > > >
> >> > > > It would be perfect to come up with multiple uses of such feature
> >> > > > rather
> >> > > > than just this one though; more uses = bigger impact.
> >> > > >
> >> > > > Keep up the good ideas,
> >> > > >
> >> > > > adam.preisler.me
> >> > > >
> >> > > > On 13 July 2015 at 15:56, Hadrien Brissaud <hadriscus at gmail.com>
> >>
> >> > > > wrote:
> >> > > >
> >> > > > > Hey everyone,
> >> > > > >
> >> > > > > recently I tried to "texture bomb" an object - basically repeat
> >> > > > > x
> >> > > number
> >> > > > of
> >> > > > > times a texture in uv space with random coordinates to imitate
> >> > > > > the
> >> > > look
> >> > > > of
> >> > > > > playdough covered with fingerprints (one fingerprint texture->
> >> > > infinite
> >> > > > > variations in size, orientation and distribution). I got some
> >> > > > > good
> >> > > help
> >> > > > on
> >> > > > > BA but the solution provided by Secrop was not ideal since the
> >> > > > > voronoi
> >> > > > > cells used for distribution actually cropped the pattern's
> >> > > > > borders and
> >> > > > > would not overlap... now I fiddled with their node setup, but I
> >> > > > > admit
> >> > > it
> >> > > > > was (and still is) over my head.
> >> > > > > So I thought, having a builtin texture bombing node would be
> >> > > > > rather
> >> > > > handy.
> >> > > > > Thoughts ?
> >> > > > >
> >> > > > > Thread in question :
> >> > > > >
> >> > > > >
> >> > > >
> >> > > http://blenderartists.org/forum/showthread.php?373685-How-to-repeat
> >> > > -a-
> >> > > pattern-on-a-surface
> >> > > > >
> >> > > > > Two links given by JA12 for reference :
> >> > > > > http://http.developer.nvidia.com/GPUGems/gpugems_ch20.html
> >> > > > > https://vimeo.com/67931800
> >> > > > >
> >> > > > > Hadrien
> >> > > > > _______________________________________________
> >> > > > > Bf-funboard mailing list
> >> > > > > Bf-funboard at blender.org
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> >> > > > >
> >> > > > _______________________________________________
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> >> > > >
> >> > >
> >> > >
> >> > >
> >> > > --
> >> > > Douglas E Knapp
> >> > >
> >> > > Massage in Gelsenkirchen-Buer:
> >> > > http://douglas.bespin.org/tcm/ztab1.htm
> >> > > Please link to me and trade links with me!
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