evanrudefx Posted April 2, 2020 Share Posted April 2, 2020 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. Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted April 2, 2020 Share Posted April 2, 2020 @ejr32123 Hi Evan, it sure is. Please have a look at post #8. 1 Quote Link to comment Share on other sites More sharing options...
vinyvince Posted June 20, 2020 Share Posted June 20, 2020 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 Have you seen Procedural-stochastic-texturing in unity or Unreal? Like this implementation Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted July 30, 2020 Share Posted July 30, 2020 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. Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted August 6, 2020 Share Posted August 6, 2020 (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 August 22, 2020 by ejr32123 3 Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted September 24, 2020 Share Posted September 24, 2020 A basic proof of concept for texture bombing on 3D surfaces. texture_bombing.hipnc 1 Quote Link to comment Share on other sites More sharing options...
vinyvince Posted September 25, 2020 Share Posted September 25, 2020 Thanks Konstantin! Im wondering is it possible to measure the UV distortion from a projection, like triplanar? Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted September 25, 2020 Share Posted September 25, 2020 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: 1 Quote Link to comment Share on other sites More sharing options...
vinyvince Posted September 26, 2020 Share Posted September 26, 2020 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 Quote Link to comment Share on other sites More sharing options...
papsphilip Posted August 19, 2021 Share Posted August 19, 2021 Is there a way to do this in cops and export a texture? Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted August 19, 2021 Share Posted August 19, 2021 Hi Philip, you could use noise on the colormap()-sampler, as well. tex_distort.hiplc Quote Link to comment Share on other sites More sharing options...
papsphilip Posted August 20, 2021 Share Posted August 20, 2021 thank you! so everything depends on the noise you choose All i have to do is make a noise more like blended rectangles Quote Link to comment Share on other sites More sharing options...
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