[Bf-funboard] Texture bombing

joe joeedh at gmail.com
Mon Jul 27 20:04:12 CEST 2015


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
> > > > > _______________________________________________
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> > >
> > >
> > >
> > > --
> > > Douglas E Knapp
> > >
> > > Massage in Gelsenkirchen-Buer:
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