Any graphics/3d-art people who follow me ever done anything like tri-planar mapping where one axis is different? I'm imagining a way to map a wood log, where when cut across, shows the rings. Perhaps generative texturing or volumetric textures would be better?
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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
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Vastauksena käyttäjälle @tloch14
Ben Golus uudelleentwiittasi Matt Stark
I don't actually think a triplanar projection is exactly the correct approach for this. The log's exterior itself should probably be textured normally. The interior can be custom planar projections, or maybe a 3D volume texture. https://simonschreibt.de/gat/metal-gear-rising-slicing/ …https://twitter.com/mattstark256/status/1218583432789463041?s=20 …
Ben Golus lisäsi,
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A log especially you have the expectation of the rings being at least mostly centered. The volume texture approach is difficult to generate, takes quite a bit of memory and/or is blurry, and is extremely bespoke to each individual log mesh, but it's relatively cheap to render.
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The custom projection method is a bit more manual work to setup, but you could potentially reuse the same "inside" texture for a lot of different meshes meaning it's a lot more memory friendly. For Revengeance they're doing mesh splits & UVing on the CPU.
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It's at least plausible to have something like a set of points w/ radii you define per-mesh that would control the center line and main axis of the projection direction, and then in the shader find the nearest line segment and reconstruct the appropriate projection.
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If you're really just concerned with having cylindrical or "boxy" (hew log) setups that you can dynamically control the length of, you could do caps that blend into a repeating texture for the main body. That could be more triplanar-like in application.
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I don't really have concerns as much as I had an idea and want to see how far I can take it. I like generating meshes, (I am a programmer, not an artist) and not needing to fuss with UVs is provoking.
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