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Texture Bombing

texture bombing

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).

Installation and Registering instructions for Texture bombing

Maya 2018/2019

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

Katana 3

Environment Variables

OSL - RMAN_SHADERPATH

Doc link - https://rmanwiki.pixar.com/display/RFK22/Environment+Variables+in+Katana

Examples

Examples 01

Maya hypershade

Attribute editor
initial settings
Attribute editor
bombing samples: 5
Attribute editor
bombing samples: 1, Radius: 1.2, falloff: -0.7
Attribute editor
texture rotate: 10, noise size: 15, bombing samples: 10, falloff: -0.5
Attribute editor
Filename: 01.tx, texture size: 0.016, texture rotate: 0, bombing samples: 1, falloff: 0
Attribute editor
bombing samples: 5
Attribute editor
Filename: 15.tx, texture size: 0.012, texture rotate: 5, noise size: 20, bombing samples: 5

Triplanar settings

Attribute editor
Filename: uv_checker.tx, texture size: 0.005, texture rotate: 0, noise size: 0, bombing samples: 5, Triplanar: Normal clamp (XYZ): 0, 1, 0
Attribute editor
Triplanar: Normal clamp (XYZ): 0, 0.3, 0

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The basic idea behind **texture bombing** is to divide UV space into a regular grid of cells.

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