[REQ] Blended box mapping
[REQ] Blended box mapping
blended box mapping is like usual box mapping but blends the edges of the texture so seams get eliminated quite well.
With that technique box mapping can be quickly used on complex objects as long as the main texture isnt to special
A complex explanation with images can be shown here:
http://www.neilblevins.com/cg_education ... apping.htm
I attach some examples from that link above for a quick overview:
+1 are always welcome if you'll like to see that feature in Indigo too
With that technique box mapping can be quickly used on complex objects as long as the main texture isnt to special
A complex explanation with images can be shown here:
http://www.neilblevins.com/cg_education ... apping.htm
I attach some examples from that link above for a quick overview:
+1 are always welcome if you'll like to see that feature in Indigo too
polygonmanufaktur.de
Re: [REQ] Blended box mapping
Damn why have I never heard of this. Would've made things so much easier.. yes I hate unwrapping/etc lol
Today most apps have some kind of texture painting tool build in that would give similar results in terms of applying seamless textures. Also there's things like zbrush, 3dcoat, even photoshop extended.
My biggest bugbear is exporting a scene and trying to apply a texture in indigo to an object with no UVs and having to re-export the scene. Perhaps exporters could automatically apply UVs to objects with none.
I'm torn whether indigo needs UV mapping capabilities, even simple ones. Given that most 3d apps have very well developed UV tools it may be a waste of time for indigo devs to work on UVs.
Today most apps have some kind of texture painting tool build in that would give similar results in terms of applying seamless textures. Also there's things like zbrush, 3dcoat, even photoshop extended.
My biggest bugbear is exporting a scene and trying to apply a texture in indigo to an object with no UVs and having to re-export the scene. Perhaps exporters could automatically apply UVs to objects with none.
I'm torn whether indigo needs UV mapping capabilities, even simple ones. Given that most 3d apps have very well developed UV tools it may be a waste of time for indigo devs to work on UVs.
Re: [REQ] Blended box mapping
Mapping other than UV mapping would be a welcome idea.
- Polinalkrimizei
- Posts: 647
- Joined: Sat May 02, 2009 6:59 am
Re: [REQ] Blended box mapping
Nice find!
I want it.
I want it.
Re: [REQ] Blended box mapping
It looks like an interesting technique.
It's not really a UV mapping technique, rather it's a technique for blending together different textures each with different mappings.
it could be done with ISL quite easily I imagine
It's not really a UV mapping technique, rather it's a technique for blending together different textures each with different mappings.
it could be done with ISL quite easily I imagine
Re: [REQ] Blended box mapping
As long as it ends up with a workflow friendly integration in the Exporters I'm inOnoSendai wrote:It's not really a UV mapping technique, rather it's a technique for blending together different textures each with different mappings.
it could be done with ISL quite easily I imagine
polygonmanufaktur.de
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
- Contact:
[REQ] Blended box mapping
Its called Triplanar-Mapping in VRED... ^^
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
Re: [REQ] Blended box mapping
+1
could imagine integration in host apps gets kind of difficult :/
could imagine integration in host apps gets kind of difficult :/
C4D R20 Studio
mad-imagery.com
mad-imagery.com
Re: [REQ] Blended box mapping
Hi,
This example shader does this with a simple diffuse material. The map is not positionned with UV maps (as this would require 3 UV sets, painful, or UVW set, not available in Indigo), but uses world position and thus maps along XYZ scene axis. You can scale the texture with the mapsize parameter, in meters. It's yet not possible to shift the texture but this would not be difficult to add. The smoothness of the blend between cube faces is tunable with the smoothness parameter.
By the way, how is it possible to set a shader texture without manual editing of the igs code?? This was possible in the past with the standalone material editor
Etienne
This example shader does this with a simple diffuse material. The map is not positionned with UV maps (as this would require 3 UV sets, painful, or UVW set, not available in Indigo), but uses world position and thus maps along XYZ scene axis. You can scale the texture with the mapsize parameter, in meters. It's yet not possible to shift the texture but this would not be difficult to add. The smoothness of the blend between cube faces is tunable with the smoothness parameter.
By the way, how is it possible to set a shader texture without manual editing of the igs code?? This was possible in the past with the standalone material editor
Etienne
- Attachments
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- softcubemap.pigm
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Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
- Contact:
[REQ] Blended box mapping
Could be a simple checkbox with a blend value in the material, which is automatically applied when cubemapping is recognized.Mor4us wrote:+1
could imagine integration in host apps gets kind of difficult :/
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
Re: [REQ] Blended box mapping
That blending could be actually aplied to other UV metodes as well like plane or cylinder...zeitmeister wrote:Could be a simple checkbox with a blend value in the material, which is automatically applied when cubemapping is recognized.Mor4us wrote:+1
could imagine integration in host apps gets kind of difficult :/
polygonmanufaktur.de
Re: [REQ] Blended box mapping
It's not currently, this ability got lost. I'll look at adding it back.galinette wrote: By the way, how is it possible to set a shader texture without manual editing of the igs code?? This was possible in the past with the standalone material editor
Re: [REQ] Blended box mapping
Furthermore, shader textures have been returning black after the shader is edited for quite some time too.OnoSendai wrote:It's not currently, this ability got lost. I'll look at adding it back.galinette wrote: By the way, how is it possible to set a shader texture without manual editing of the igs code?? This was possible in the past with the standalone material editor
obsolete asset
Re: [REQ] Blended box mapping
Yeah, that's pretty annoying. Will fix.CTZn wrote:Furthermore, shader textures have been returning black after the shader is edited for quite some time too.OnoSendai wrote:It's not currently, this ability got lost. I'll look at adding it back.galinette wrote: By the way, how is it possible to set a shader texture without manual editing of the igs code?? This was possible in the past with the standalone material editor
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