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  • Philemo said:

    That's weird.

    Triplanar is a 3D procedural shader, set in local space. It shouldn't be influenced by UV mapping. Does it also happen with other 3D shaders (like wood or 3D noise) ?

    I'm away from my computer for a few days, but I'll install Misty's G8 port on Monday to see if I can reproduce it.

    By the way, I suppose you've been playing with the sharpness slider? Does it change anything?

     

    sharpness does effect it as a whole but the face still renders as blurry it seams to bake and not be blurry it just renders blurry also i have not tried it with a figure only with obj exports

  • th3Digit said:

    it might be that UDIM UV mapping

    i actually created my own uv where all the skin is unified in the same uv map it still renders the face blurry even though its not even separated

  • Weirder and weirder... Just to be sure, it's blurry from the start, not when baked? If so, I'm afraid you'll have to send me your obj file if you want me to have a look.
  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    edited October 2017

    That is weird.

    If it is only blurry when you bake it, apply that baked map and then render, then it is probably because the pixel density is different between those portions of the UV that are rendering differently.

    To solve that you'd need to bake the parts rendering blurry at a higher resolution or change the UV mapping to give that section more space in the UV map.

    Post edited by MarkIsSleepy on
  • Philemo said:
    Weirder and weirder... Just to be sure, it's blurry from the start, not when baked? If so, I'm afraid you'll have to send me your obj file if you want me to have a look.

    that is correct also i have been playing and it blurs procedurals (enhance c tiles) added under tryplanner as well and again only on the face but bake with no blur

    also using triplanner as bump do not bake at all as a mad or as a normal with bump checked

    I really just want to give you as much info as i can for you to fix if you want to i can bake everything i'm good (they just all have to be the color map)

    I'm sending both original uv's and new uv (just skin)

    my uv https://www.dropbox.com/s/s227tvi4ao24bdc/G8_full_carscale_sKIN2.OBJ?dl=0

    daz uv https://www.dropbox.com/s/21xk1ikldp8awvm/G8_full_carscale_sKIN.OBJ?dl=0

  • Philemo_CarraraPhilemo_Carrara Posts: 1,175
    edited October 2017

    I can see the problem now.

    The UV between the face and the rest of the body is very disparate.

    The triplanar projection is dependent on Carrara for resolution. Carrara requests a position and the projection answers.

    It seems the density of Carrara requests is somehow dependent on UV density. On a lower density UV, Carrara makes fewer requests and interpolates the result.

    On this render with low density, the face is far more blurred than the body.

    On this render with high density (object accuracy set to 0.5), the blur is not so obvious.

    uv1.PNG
    902 x 375 - 34K
    UV2.PNG
    888 x 365 - 33K
    AccuLow.PNG
    1139 x 453 - 248K
    accuHigh.PNG
    1136 x 461 - 244K
    Post edited by Philemo_Carrara on
  • Philemo_CarraraPhilemo_Carrara Posts: 1,175
    edited October 2017

    It seems to be specific to texture mapping.

    if you use a procedural 2D shader such as brick, it doesn't happen:

    brick.PNG
    1232 x 524 - 232K
    Post edited by Philemo_Carrara on
  • Philemo_CarraraPhilemo_Carrara Posts: 1,175
    edited October 2017

    Using Summed Area Table as interpolation method improves the result a little

    SummedArea.PNG
    1008 x 508 - 322K
    Post edited by Philemo_Carrara on
  • Philemo_CarraraPhilemo_Carrara Posts: 1,175
    edited October 2017

    Just a note. If you don't need those very dissimilar  UV causing problem, just get rid of them.

    Adding a box projection on top of the triplanar, the issue just disappear:

    BoxMapping.PNG
    1299 x 566 - 409K
    Post edited by Philemo_Carrara on
  • Philemo said:

    Just a note. If you don't need those very dissimilar  UV causing problem, just get rid of them.

    Adding a box projection on top of the triplanar, the issue just disappear:

    Awesome good to know

  • Fabulous tool for easy texturing using an image map, Philemot - thanks. I've never used it before today...

    image

    Triplanar procedural used on the pipe's outside using a simple perlin noise image

  • The pipe is a simple model created in Carrara's Model room... as you can see

    image

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,206

    That's totally tubular yes

  • I found this plugin whilst trying to find the one that will place objects on a mesh and I think Vyusur made a brush with it - but I can't for the life of me remember who made it or what it's called. It's not surface replicator... something else...

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,206
    edited January 2021
    Post edited by WendyLuvsCatz on
  • Nope this one placed an object on each face of a mesh - or was I dreaming??? Anything grows is certainly worth a try ... Thanks

  • StezzaStezza Posts: 8,054

    Sparrowhawke's Duplicate On wink

  • Fantastic! Stezza I'll give that a whirl...

  • MistaraMistara Posts: 38,675

    this plugin can let me use pbr tree bark on generated trees?

  • DartanbeckDartanbeck Posts: 21,564

    Mystiarra said:

    this plugin can let me use pbr tree bark on generated trees?

    Sure. But you can already do that. Look at how the bark shader works on my Woodlands trees, and then look at the map used. Carrara plant generation makes these things simple to do - like magic

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