[Bf-funboard] Texture bombing

Adam Preisler adam at preisler.me
Mon Jul 13 16:17:19 CEST 2015


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
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