To enable tile randomization, navigate to your UVWRandomizer texmap, and enable Randomize each tile. You can then control the number of tiles and tile blending accordingly.
Setting UV offset ranges above 1.0 and W- Rotation to different ranges (f.e. 0-360) will assist with the randomization of the texture.
Note: Either an object with correct UVW mapping is required for this to work (unwrapping or UVW map modifier), or you can use the UVW Randomizer in combination with the Corona Triplanar map to both randomize the texture and prevent seams and stretching, without the need for UVWs.
Feel free to post your results!
**You can always get the newest build at the usual location: [/b]**
You mean UVW Randomizer + Triplanar as displacement?
UVW Randomizer should work fine with displacement (producing expected results).
Triplanar is always applied AFTER displacement, and this is by design, however sometimes not expected by the users. This was discussed in the past, and the final comment is that this is a technical limitation of Triplanar, which we will not be touching.
People posted some pretty impressive examples from Fstorm when they requested this feature in Corona. I would be very disappointed if they won’t show equally as impressive works now done in Corona :]
Great job! I love it. Just tried with rocks material, it works very well with Displacement and Normal maps with UV 1:1…
Didn’t test it wit RealworldMasSize yet.
forgive my dumbness - is this used for instances as the references above where flat surfaces use this method to avoid repeating patterns? Like triplanar does on organic shapes?
Triplanar can be used to prevent the issues related to standard UVW mapping - visible seams and stretching - https://coronarenderer.freshdesk.com/support/solutions/articles/12000068417
UVW Randomizer with random tiling prevents the repetitive look of textures. Even if you have a seamless texture, if you apply it to a large surface, or if you move your camera far away, you will see the repetitions because of distinct features of the texture you are using (e.g. the way rocks are aligned in a grassy field texture). The tile randomization allows you to randomize the positions, scaling, and rotation of each tile, so the texture becomes both seamless, and non-repetitive.
You can combine the UVW Randomizer with Triplanar to get all of the above benefits.
Would it be possible to add a texture map for modulating the blend? I’m thinking it could work like when plugging a texture in the Corona AO distance perhaps?
The current method works suprisingly well, but a sharper transition that is still irregular would be better suited in some occasions and prevent a mushy appearance.
While we’re at it, and perhaps not entirely related to the UVW-transform but still kind-of…
Is it possible to adjust the actual normal map, or compensate for the UVW-translation when rotating it?
It seems rotating a normal map might cause unexpected lighting results otherwise?
I tried it out a bit and it works really well. I ll be using this a lot in the future.
Some remarks:
Would it be possible to add use setting from map, like in the color correct node OR find an even better solution so we don`t have to plug these between every single map(albedo/gloss/normal/…) separately.
For tiles/bricks/… it would be nice to be able to do a divide in the step size. Then you can set the u/v offset range from 0 to 1 and put in the respective number of vertical or horizontal tiles/bricks into the step size
It doesn`t work correctly when using real world map size.
Where is the number of tiles input for? Does it do something different then when you define this in your bitmaps u/v tile setting?
Does this new randomizer version work properly with forest pro? In other words, is the randomizer still being ignored by the forest (when driving the forest color by map, which is a randomizer map).