I am having trouble using UVW Randomizer and VRayEnmesh together. For a small number of repetitions its fine, but very quickly, it seems to begin repeating the random sequence, creating pretty bad patterns. The sample below is a bunch of individual tiles, created using enmesh on a surface. UVWRandomizer is plugged into the diffuse map and randomizing by Particle ID. I've also gotten the same results randomizing by Instance ID. You can see it randomizing in the X direction for a bit but it kind of gives up at a certain point and then starts repeating. If I take this same material and apply it to individually modeled tiles, everything is fine and it behaves as expected. What am I doing wrong or is this a bug?
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Hello,
The issue probably derives from stretched UV coordinates of the base geometry on which the enmesh modifier is applied. I would suggest adding a UVW mapping or UnwrapUVW modifier to the base geometry in order to pass the right coordinates to VRayEnmesh.
Best regards,
PhilipLast edited by Philip Shounev; 15-02-2024, 04:25 AM.
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Originally posted by Philip Shounev View PostHello,
The issue probably derives from stretched UV coordinates of the base geometry on which the enmesh modifier is applied. I would suggest adding a UVW mapping or UnwrapUVW modifier to the base geometry in order to pass the right coordinates to VRayEnmesh.
Best regards,
Philip
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Thank you for providing a scene sample. Couple of things need to be done in order to achieve proper rendering result:
1. You need to select the UVW mapping under the enmesh modifier and press "Fit", then the highest value should be copied as Length, Width and Height values. This way stretched UVs due to geometry proportions will be avoided.
2. Finally with Tiling U / Tiling V values of the enmesh the needed scale of its instancies can be refinedLast edited by Philip Shounev; 23-02-2024, 06:13 AM.
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Originally posted by Philip Shounev View PostThank you for providing a scene sample. Couple of things need to be done in order to achieve proper rendering result:
1. You need to select the UVW mapping under the enmesh modifier and press "Fit", then the highest value should be copied as Length, Width and Height values. This way stretched UVs due to geometry proportions will be avoided.
2. Finally with Tiling U / Tiling V values of the enmesh the needed scale of its instancies can be refined
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I'm attaching several screenshots for better clarification of the suggested approach:
1. Select UVW Mapping modifier and press "Fit". Then the length value will be changed (using the largest dimension of the geometry for which we apply the enmesh)
2. Copy the Length value and paste it in Width and Height fields. This approach helps to avoid stretched UVs of the used texture
3. Go to VRayEnmeshMod and set Tiling U / Tiling V values in order to refine the needed scaling
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Ah, I see what you're saying. I was adjusting the settings in enmesh directly instead of the UVW. As a feature request I would say that this method makes precise layout very difficult. For things like tile surfaces where alignment needs to be exact it would be great to have a better way to control layout. Thanks for taking time to walk me through it though!
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