I was thinking of something like Asymmetric Triplanar Mapping to achieve the look. (ref https://medium.com/@bgolus/normal-mapping-for-a-triplanar-shader-10bf39dca05a … from @bgolus )pic.twitter.com/vsNtep0AdQ
Voit lisätä twiitteihisi sijainnin, esimerkiksi kaupungin tai tarkemman paikan, verkosta ja kolmannen osapuolen sovellusten kautta. Halutessasi voit poistaa twiittisi sijaintihistorian myöhemmin. Lue lisää
I was thinking of something like Asymmetric Triplanar Mapping to achieve the look. (ref https://medium.com/@bgolus/normal-mapping-for-a-triplanar-shader-10bf39dca05a … from @bgolus )pic.twitter.com/vsNtep0AdQ
For something where the bark is still on the log, I think this look could really work. For something where it's already been hewn, and the sides need to line up with the pattern on the ends, it won't work as well. But maybe it's good enough?pic.twitter.com/9SVr42fqLT
Hewn logs clearly match up where there are cracks on the sides, and even the rings on the ends match up with the lines on the side. Hmm...pic.twitter.com/tu3CcbF8wx
Whenever I need to achieve something like this, I generally have a pseudo-generative sort of set up where a node group either projects a separate texture from a point on the far end of the side that needs it or just projects to an axis. Then the rest of it is just UV unwrapped
That is, of course, if it's something that I don't feel like just fully UV unwrapping or painting textures onto
I've done this for procedurally generated objects (and a few other variations along this theme). I agree that you can actually get quite "decent" results for a lot of cases, since so many objects in the real world basically have a single dominant axis.
I think there are probably a few broad classes of objects and each would have it's own "variant" of something like triplanar, and it would work out pretty well.
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