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Is there (and wouldn't it be more efficient) to do this in the material? I can't figure out how to get this setup (vop method) working in a material vop.

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On 28/03/2020 at 6:34 AM, davidyannick said:

Is there a way in Houdini (VEX or VOP) to rotate each uv tiles individually, like Blender Guru does in blender ? 

To break texture tiling, thanks for your help

 

 

Annotation 2020-03-28 062246.png

Have you seen Procedural-stochastic-texturing  in unity or Unreal?

Like this implementation

 

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I figured out how to rotate them in sops, but I can't figure out how to do in in a material. The earlier example material was nice, but I don't want to create additional rows, I just want to rotate based on the center of the existing uvs.

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Posted (edited)

In case anyone else needs to do this, I made a free hda to do this. you can add noise, rotate, scale and transform randomly!! and it is done all in /mat. Make sure to lay out uv's before using. The hda is included here or you can get it from the link in the video on youtube.

 

 

 

example.hiplc

uv_randomize_b.hdalc

Edited by ejr32123
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Thanks Konstantin! 

Im wondering is it possible to measure the UV distortion from a projection, like triplanar? 

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1 hour ago, vinyvince said:

Im wondering is it possible to measure the UV distortion from a projection, like triplanar? 

I think @acey195 had a solution for this:

 

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Thanks you Konstantin.  would have a look!

Basic idea i have behind, is to measure the distortion for a triplanar or other UV project, and using bomb scattering to compensate. For that you would also need to sample each surrounding local area to do know which textures to blend. Or more easily scatter moss, debris or dust to hide the unlucky areas

Never heard or seen anyone who did this, but sound like a reasonably good idea to me :)

________________________________________________________________

Vincent Thomas   (VFX and Art since 1998)
Senior Env and Lighting  artist & Houdini generalist & Creative Concepts

 http://fr.linkedin.com/in/vincentthomas

 

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