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Cylces node setup improvements

Open benthillerkus opened this issue 4 years ago • 11 comments

After watching Andrew Price's recent tutorial on avoiding texture repetition, I think there are 3 things that we could improve:

  1. We should add a texture coordinates node and connect every texture map with that
  2. We should wrap all of the texture maps inside of a node group so that the texture can be used inside of other materials aswell
  3. We could consider adding a random rotation setup aswell. Maybe with a checkbox that toggles if you want to add it to the node tree or not. It's super simple, but surprisingly effective.

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benthillerkus avatar Mar 31 '20 12:03 benthillerkus

I think the reason going for it is that it is super useful for environmental textures, but generic enough that we aren't making a specific solution for a single use-case. I think LilySurfaceScrapper is very much about speed and this can save some clicks. The node group should be rather cheap in terms of performance cost (only two procedural textures at 2D) and the detail slider on the Noise Texure could be exposed so that the user can dial it down if he finds that he doesn't need it.

benthillerkus avatar Mar 31 '20 16:03 benthillerkus

Great suggestion :) I just watched the aforementioned video and though kinda the same ^^ I had done some research about tile-based regeneration to break repetition effect but it was too complicated to be useful, what you suggest feels much better.

eliemichel avatar Apr 01 '20 10:04 eliemichel

NB: There is now a database.blend file included that can be used to store node group presets. It is used for fake ground in HDRI import.

eliemichel avatar Sep 13 '20 10:09 eliemichel

Ah nice! I had that part working in the PR I made ages ago, but I think I stopped because I couldn't get better auto alignment to work

benthillerkus avatar Sep 15 '20 20:09 benthillerkus

The auto alignment of nodes has been totally reworked ;)

eliemichel avatar Sep 15 '20 23:09 eliemichel

There is a problem with Poliigon's add-on and other setups. They all treat normal maps wrongly. If you rotate or mirror UV, you have to do the same for UV tangent for tangent space normal maps. In other words, you have to apply the transformations to normals.

200910_062500_blender_Blender_ DDesktoppoliigon_normals blend

https://drive.google.com/file/d/1mO6iBnCrSAavp01PPbwTU58EwVn7KZ52/view?usp=sharing https://cdn.discordapp.com/attachments/185590609631903755/753467877385830400/200910_064522.mp4

unwave avatar Nov 25 '20 14:11 unwave

@unwave Hem are you sure this is related to LilySurfaceScraper? We're not Poliigon. ^^

eliemichel avatar Nov 28 '20 10:11 eliemichel

@eliemichel @benthillerkus 's setup also does not treat normals as it should. Poliigon is just an example of publishing without proper research. Benthillerkus referenced their video. 8 months and they haven't fixed it yet. Like I am the only one who cares.

unwave avatar Nov 28 '20 18:11 unwave

Huh, that's interesting. Does that apply to displacements too? This is at this point a stale PR; if I pick it up again, I'll add them.

benthillerkus avatar Nov 28 '20 20:11 benthillerkus

@benthillerkus In a different way. The height is unusable for close-ups because of the discontinuity. A seams masking is needed. If you don't want, you may not bother as I solve the issues in my add-on. Elie can adapt it. Poliigon also lacks it. Webp net-gifmaker

unwave avatar Nov 28 '20 22:11 unwave

Yeah, I'd fix the normals, but I wouldn't touch the way it's doing the tiles / blending as I'm trying to keep it minimal and performance friendly. If one wants to do more they can always go into the nodes and change it themselves (or use an add-on like yours).

benthillerkus avatar Nov 28 '20 23:11 benthillerkus