The basic idea behind texture bombing is to divide UV space into a regular grid of cells. We then place an image within each cell at a random location, using a noise or pseudo-random number function. The final result is the composite of these images over the background.
According to this documents
http://developer.download.nvidia.com/books/HTML/gpugems/gpugems_ch20.html
https://medium.com/@bgolus/normal-mapping-for-a-triplanar-shader-10bf39dca05a
Texture bombing pattern contains the following sections:
- Textures - parameters for managing textures.
- Bombing - сontrols noise, samples, cell position and background color.
- Bombing.Mask - mask control.
- Triplanar - control for normal mapping(triplanar).
Environment Variables
OSL - RMS_SCRIPT_PATHS
export RMS_RMS_SCRIPT_PATHS = "/.../plugins"
Сompile TBombing_shader_v02.osl
oslc TBombing_shader_v02.osl
Copy files in folder "/.../plugins" (RenderMan_for_Maya.ini, RMSWorkspace.ini, TBombing_shader_v02.oso)
Doc link - https://vimeo.com/223801437
Environment Variables
OSL - RMAN_SHADERPATH
Doc link - https://rmanwiki.pixar.com/display/RFK22/Environment+Variables+in+Katana
initial settings |
bombing samples: 5 |
bombing samples: 1, Radius: 1.2, falloff: -0.7 |
texture rotate: 10, noise size: 15, bombing samples: 10, falloff: -0.5 |
Filename: 01.tx, texture size: 0.016, texture rotate: 0, bombing samples: 1, falloff: 0 |
bombing samples: 5 |
Filename: 15.tx, texture size: 0.012, texture rotate: 5, noise size: 20, bombing samples: 5 |
Filename: uv_checker.tx, texture size: 0.005, texture rotate: 0, noise size: 0, bombing samples: 5, Triplanar: Normal clamp (XYZ): 0, 1, 0 |
Triplanar: Normal clamp (XYZ): 0, 0.3, 0 |