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seamless, randomly rotated tiling texture?
show user profile  digs
I once saw a plugin for the unity game engine that was a terrain editor - one of its features was that it could take a single tiling texture, let's say grass, and it would rotate that texture randomly along your terrain, giving you a VERY seamless, non repeating tiled grassy ground

do you think something like this is achievable in max?
read 735 times
10/14/2015 4:41:27 PM (last edit: 10/14/2015 4:41:27 PM)
show user profile  herfst1
Hmmm, thinking over the issues, if you have perfect squares (with perfect square textures) then I'm sure max script could be used to randomize e.g.

for i in selection do
( uvmap.rotate 90 random
)

Note: not real maxscript there.

BUT for that you'd need for each square to be separated. I wouldn't have a clue on how to do it for a solid plane of x by x squares... unless you could assign a separate smoothing group for each and use that to randomly select which squares to rotate.
read 727 times
10/14/2015 5:15:57 PM (last edit: 10/14/2015 5:15:57 PM)
show user profile  FX
This has been niggling me for days, I remember seeing a great technique a few years ago for layering non repeating patterns on landscapes, I'm back into modding and was looking for a better way to do the grass landscapes.

It was here, but it's currently down:
http://www.aaugaboston.com/

I think the site has something to do with AD University, it had an archive of lengthy video tutorials, I've contacted them on FB, hopefully they will fix the site, there were some great tuts there.

EDIT, had a dig around WayBackWhen machine, here tis'


https://web.archive.org/web/20140430123442/http://www.aaugaboston.com/?cat=10

Got it:
http://www.aaugaboston.com/wp-content/uploads/archives/2009_02/movies/200902_MoM_UVW_TILING.zip


He uses noise and mix maps to reduce the tiling.



read 674 times
10/19/2015 2:42:00 PM (last edit: 10/19/2015 3:05:01 PM)
show user profile  Pil
How about you make a tileable grass texture.

Then assign it and let it do its tile thing.

Then add a mask of a white circle with soft edges on a black background.

Now let the black part show the normal tiled grass texture which will keep the tiling across textures.
...and let the white circle rotate the same grass texture at random.

The soft edge of the masks circle will keep it somewhat seamless.

It is of course limited which types of textures this will work on as a brick texture with hard lines wont stay seamless.

Make sense?





read 663 times
10/19/2015 3:09:57 PM (last edit: 10/19/2015 3:09:57 PM)
show user profile  BishBashRoss
http://www.neilblevins.com/cg_education/tiling_trick/tiling_trick.htm






read 647 times
10/19/2015 4:19:40 PM (last edit: 10/19/2015 4:19:40 PM)
show user profile  FX
To save you some time, the method I posted is identical to Mr Blevins, only he gets you there quicker.


read 640 times
10/19/2015 4:28:38 PM (last edit: 10/19/2015 4:28:38 PM)
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