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catchyid

creating texture files procedurally (and backing to desk)

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Hi,

I don't have any experience about this topic, so my question could be a total dumb :) 

I have a 3d model (i.e. alembic) with uv. My goal is to paint in 3D some colors on the model mesh (the painting is done procedurally) then save a uv map containing the procedural painting (let's say as .png). The goal is to load and use this newly generated texture in another shading program. Is this possible and how?

Thanks,

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Posted (edited)

Hi Khaled,

you can transfer geometry shapes and attributes to pixel maps with VEX functions such as uvsample(), xyzdist(), primuv(), volumesample() and nearpoint() inside a VOP2COP Generator. 

I attached examples covering:

  1. Transferring attributes
  2. Blending image textures by attributes
  3. Tracing points
  4. Tracing closed 2D curves
  5. Tracing open 3D curves
  6. Tracing flattened meshes
  7. Sampling volumes

Combining those should give you a good variety of procedural image painting options, either directly or for masking:

image.png.9af8ace80f766b0332dd7251e4b2be79.png image.png.8d159850d9f7528f95876202120fb97e.png image.png.48aadf95191b07b9b2d403358d2358e6.png image.png.6eb429d33c6217e0256da777a706ee0d.png image.png.68890a47d6f7b507b2c6704ff12f466c.png image.png.e99211d20ddb00d7ab6f93680e7bb875.png image.png.2be0b4ab03e4d0ad7c5094c60772c55e.png

Another option esp. for baking ambient occlusion or even rendering perspective views would be raytracing with the intersect() function.

GEO_to_COPs.hipnc

Edited by konstantin magnus
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Thaaaaaaaaaaaanks guys, I will look at your files you sent me :) Once more, thaaanks a lot :)

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On 10/4/2019 at 3:04 PM, konstantin magnus said:

Hi Khaled,

you can transfer geometry shapes and attributes to pixel maps with VEX functions such as uvsample(), xyzdist(), primuv(), volumesample() and nearpoint() inside a VOP2COP Generator. 

I attached examples covering:

  1. Transferring attributes
  2. Blending image textures by attributes
  3. Tracing points
  4. Tracing closed 2D curves
  5. Tracing open 3D curves
  6. Tracing flattened meshes
  7. Sampling volumes

Combining those should give you a good variety of procedural image painting options, either directly or for masking:

image.png.9af8ace80f766b0332dd7251e4b2be79.png image.png.8d159850d9f7528f95876202120fb97e.png image.png.48aadf95191b07b9b2d403358d2358e6.png image.png.6eb429d33c6217e0256da777a706ee0d.png image.png.68890a47d6f7b507b2c6704ff12f466c.png image.png.e99211d20ddb00d7ab6f93680e7bb875.png image.png.2be0b4ab03e4d0ad7c5094c60772c55e.png

Another option esp. for baking ambient occlusion or even rendering perspective views would be raytracing with the intersect() function.

GEO_to_COPs.hipnc

I'm intriguer... How will you these above maps? I hardly see any possible use, but i'm sure im wrong!  so my question :)

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Hi Vincent,

you can use those maps as masks when texturing. They transfer geometry information and potentially all sorts of attributes.

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It's what i assume, but as shown above, they look so abstract that if i give it to my lookdev artist, he will probably ask me he can't hardly find any use to it.

But maybe that's just a bad example, i saw some great use of the same concept and also using flow sim to simulate weathering (with not only geo, but procedural displaced surface too)

One of these things that's it 's worth to investigate time to , always useful to extend or in some case replace substance painter...

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Yes, this is just a technical concept for getting all kinds of geometries and their attributes from GEO- to COP-context. You can potentially create very specific maps with this. But it's not necessarily meant to be fed directly to an artist.

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