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 Post subject: Re: Texture Instancing Compound
PostPosted: 06 Aug 2012, 23:47 
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There are some approaches that might do it like freezing the PC, then sticking the particles to the mesh, or maybe enveloping the point cloud so it deforms along with the body. You'd have to link the rotation lookup parameter to the particle rotation somehow in either case. TBH I think out of lazyness I would go with rendermapping for that one (Sound unadventurous I know x_x )

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 Post subject: Re: Texture Instancing Compound
PostPosted: 02 Jan 2013, 16:51 
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I had a proper go with this shader, and I have to say, its brilliant. Thanks for making it.
I've been fiddling around with it all morning doing trees and all sorts with ease. If I had one request it would be to be able to control the parameters of each sample with a weight map. so, say you were doing a tree, you could make the texture finer and less intense on small branches, but you can kind of do that now by mixing 2 shaders.
I did a video overview of the use of it.



Edited by gustavoeb: use vim tag :smile:


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 Post subject: Re: Texture Instancing Compound
PostPosted: 03 Jan 2013, 01:37 
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Chuffed to see! Keep up your tutorials too they are great.
Pooby wrote:
If I had one request it would be to be able to control the parameters of each sample with a weight map. so, say you were doing a tree, you could make the texture finer and less intense on small branches
The shader is completely build out of factory nodes, to use a weightmap to control some parts of it like the texture scale or offset, you can edit the compound and expose these parameters for texturing. But for blending two textures the only option is probably using 2 shaders like you did.

This scene shows how to use another ice parameter on the point cloud that is controling the scale: DemoProjectTextureInstancing3.zip.

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 Post subject: Re: Texture Instancing Compound
PostPosted: 04 Jan 2013, 22:33 
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Updated ..... This new version can break up the cell borders.

Btw, for rendermapping is there an aliasing setting somewhere like in the render options ?
or is the supersampling the only option to increase quality?

Download is on first page

Image

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 Post subject: Re: Texture Instancing Compound
PostPosted: 05 Jan 2013, 00:01 
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Great thanks. I look forward to trying that out. I find it amazing how the borders don't notice much, as in this example showing the scaling by weightmap, that I didnt intially think was possible, but is...
https://vimeo.com/56762083
But having a way of blurring them borders will be even better.


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 Post subject: Re: Texture Instancing Compound
PostPosted: 05 Jan 2013, 00:33 
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Oh that worked really well.
I didn't think it would because I was texturing the scale of the cell shader a while ago, and that produced weird smearing along the gradients. Never tried it with the texture instance shader for that reason.

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 Post subject: Re: Texture Instancing Compound
PostPosted: 07 Jan 2013, 14:29 
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Updated .. V1.4 allows separate X and Y scaling, also added a few comments in the compound so it's easier to get into the inner workings


(an earlier 1.3 update had X & Y scaling too, but had some problems with shearing effects when rotating stretched textures)

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 Post subject: Re: Texture Instancing Compound
PostPosted: 22 Jan 2013, 20:00 
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Hi there,
first of all, what a nice tool we have there! Many thanks to Reinhard Claus.

My question is about using the texture's alpha to avoid "square" overlapping. I would like to make a snake skin, and the look has to be very regular obviously...

Does anyone achieve to use the alpha, or did I miss something somewhere?

Many thanks!


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 Post subject: Re: Texture Instancing Compound
PostPosted: 22 Jan 2013, 20:32 
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Hi & you're welcome!
I realize this would be cool, am afraid though that's not possible because of limitations that the "point cloud lookup" node has which is used inside the compound. Problem with that is that it can only look up attributes like "position" from one particle at a time. Actually it does multiple but this results in a mash up of attributes which makes it impossible to extract the position of multiple particles.
Maybe there's some other way to do that which I've not discovered yet.

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 Post subject: Re: Texture Instancing Compound
PostPosted: 22 Jan 2013, 23:21 
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Thank you.
I realize it will not feet my needs for making a snake skin, even with the abilty of using the alpha. Too bad, because it was theoricaly a good way to avoid streching of the scales when part of the body inflate... As you said, I can't find a way to get the direction for overlapping properly one scale after another. As we can see here:
Image

Also I realize there is probably no way to get the color attribute to change colors of the scales to create this kind of pattern
Image
for example.

I will probably do it with a "feather" particle system or may be by textures dependings of the look the director is looking for.
Any ways, I will definitly use it in a way or another for another purpose, the bark Paul Smith did for exemple or may be his gravel simulation.

Many thanks! Cheers.


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