[Bf-funboard] Texture bombing

mond at email.cz mond at email.cz
Mon Jul 27 16:42:48 CEST 2015


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
> > http://lists.blender.org/mailman/listinfo/bf-funboard
> >
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