Hi,
I'm facing a problem concerning repetition of tillable textures. I use some repeatable texture from Quixel Megascans Bridge and I can't find a way to avoid repetition on large plane ground. I'm heavily increasing the the repeat UV or UV size of my concerned models.
I don't have the time to paint multiple mask who would break the repeating tiles.
While searching on this matter I found a thread on the Autodesk/3DSmax forum where people were showing an interresting way of doing what I after.
I will link a gif who will be very clear about this:
https://autodesk.i.lithium.com/t5/im...e?v=1.0&px=999
They're using some OSL code to do this and I'm not into it at all.
Actually Arnold is able to do this in maya with their aiTriplanar node. But as you guessed I prefer not to use it because there will be some reflection/refraction on displacement and I don't see myself compositing a reflection/refraction done in vray and a displacement done in arnold. Cause it wont be accurate...
Does anyone have an idea about this matter ? Have I missed something in vray ?
Thanks for your answer guys!
I'm facing a problem concerning repetition of tillable textures. I use some repeatable texture from Quixel Megascans Bridge and I can't find a way to avoid repetition on large plane ground. I'm heavily increasing the the repeat UV or UV size of my concerned models.
I don't have the time to paint multiple mask who would break the repeating tiles.
While searching on this matter I found a thread on the Autodesk/3DSmax forum where people were showing an interresting way of doing what I after.
I will link a gif who will be very clear about this:
https://autodesk.i.lithium.com/t5/im...e?v=1.0&px=999
They're using some OSL code to do this and I'm not into it at all.
Actually Arnold is able to do this in maya with their aiTriplanar node. But as you guessed I prefer not to use it because there will be some reflection/refraction on displacement and I don't see myself compositing a reflection/refraction done in vray and a displacement done in arnold. Cause it wont be accurate...
Does anyone have an idea about this matter ? Have I missed something in vray ?
Thanks for your answer guys!
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