Break Repeating Textures in Blender

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  • Опубліковано 21 жов 2024

КОМЕНТАРІ • 90

  • @CurtisHolt
    @CurtisHolt 3 роки тому +39

    Awesome! This is going to be very useful for my work. Thanks Zach!

    • @sanjaipandey5315
      @sanjaipandey5315 3 роки тому +2

      Same here
      Yeeaaaaaaaaaaah! Thanx cg boost for this tutorial ,this is very helpful for me

  • @velstorios9473
    @velstorios9473 3 роки тому +4

    Huge respect to say the least for people who discover such brilliance and share it

  • @liquidphilosopher1816
    @liquidphilosopher1816 3 роки тому +4

    The video was uploaded right when I was looking for a easy way to randomize tiling.
    Thank you very much.

  • @willianribeiro8446
    @willianribeiro8446 3 роки тому +2

    Very good setup, I made a change in the following, I put a VALUE node in the scale of the two MAPPING, and the same scheme of dividing the location by axes I did in the rotation, so I leave it zero instead of deleting the nodes, a little bigger but it worked well here! Thank you, success !!!

  • @PeterFeather1
    @PeterFeather1 3 роки тому +6

    Really liked this video and it's useful for all kinds of textures, except for bricks or tiles.
    I would like to see a video with some tips and tricks to avoid repetition on a large brick wall for example.

    • @ogr2
      @ogr2 2 роки тому +1

      You can vary the saturation instead in those cases.

  • @DangerDurians
    @DangerDurians 3 роки тому +3

    I teach my students a method very similar to this in my TA sessions,
    Saves me on a lot of renders

  • @JaredOwen
    @JaredOwen 3 роки тому +10

    Great tips Zach!

  • @21EC
    @21EC 2 роки тому

    WOW ! thanks times a million ! I felt like breaking a seamless texture from repeating could be achieved via the nodes of the shader itself using a procedural texture but I had no idea how to actually do it...thanks to your video tutorial I can now finally get a really nice and natural looking big scale textures...very very nice ! thanks ! I subbed and liked your video ! will also put this into my favorites ! so useful for grand scale textures !

  • @olivierlebaillif5574
    @olivierlebaillif5574 3 роки тому +3

    Excellent! Thanks

  • @sebastienlopez7803
    @sebastienlopez7803 3 роки тому +1

    This is going to change every think!! thanks to Higgsas and you!

  • @nightlyknight7970
    @nightlyknight7970 3 роки тому

    Be buying the course soon!

  • @carlostorrente9093
    @carlostorrente9093 3 роки тому +1

    awesome solution, thanks.

  • @jonilo8792
    @jonilo8792 2 роки тому

    This is golden!

  • @Alex-tn7pv
    @Alex-tn7pv 3 роки тому

    I wouldn't have figured this out in a million years!

  • @jakeperl5857
    @jakeperl5857 3 роки тому

    Very clever technique...thanks for sharing!

  • @tomasm1233
    @tomasm1233 9 місяців тому

    Many thanks!

  • @micemincer
    @micemincer 3 роки тому +1

    Using UV map on sphere would allow to rotate on Z axis without stretching.

  • @josebarria3233
    @josebarria3233 3 роки тому +2

    Note: You can use the color output directly from the voronoi node and plug it to the location input, now you will have three channels of randomness that move independently

    • @cgboost
      @cgboost  3 роки тому +2

      Ah, thanks for letting me know.

  • @christopherscheibel8673
    @christopherscheibel8673 3 роки тому

    Thank U for the video, i just used your video instead "uber mapping" plus half other tutorial from guru and final results are aweasome.

    • @cgboost
      @cgboost  3 роки тому

      Shared knowledge, cool.
      ~Egon

    • @christopherscheibel8673
      @christopherscheibel8673 3 роки тому

      @@cgboost thats my revised node inspired on your breaking texture node imagizer.imageshack.com/img923/2394/KWO2bD.jpg and final result in a simplified image imagizer.imageshack.com/img922/4655/1RVksX.jpg.

  • @alexseleniar
    @alexseleniar 5 місяців тому

    Just great!

  • @BoguZk
    @BoguZk 6 місяців тому

    thank you so much! a life saver ^^

  • @glennet9613
    @glennet9613 Рік тому

    Works great, I can't see tiling at all on the ground texture I've used.

  • @sansidentifiant
    @sansidentifiant 3 роки тому

    Very useful, thanks a lot Sir !

  • @方エデン
    @方エデン 3 роки тому

    Exactly what I want, thank you for sharing....Already subscribed.

  • @tinkertom6196
    @tinkertom6196 2 роки тому

    Thanks so much man..

  • @recurveninja
    @recurveninja 2 роки тому

    The reason textures look streaky if you rotate their vector on X or Y is because that rotation is happening in 3D space, but the "camera" doing the "projecting" stays stationary, so if you rotate it on the X axis 89 degrees, it's going to look like a bunch of lines because the "camera" calculating the texture is viewing it from a very shallow angle.

    • @cgboost
      @cgboost  2 роки тому

      Thanks for the info.

  • @EEEEEE1337
    @EEEEEE1337 3 роки тому

    mind = blown
    good stuff!

  • @DiscoLizzard
    @DiscoLizzard 2 роки тому

    Thanks for making this so we don't have to loose all our brain-cells from the Blender Guru video.

  • @DanielGrovePhoto
    @DanielGrovePhoto 2 роки тому

    Is there a way to do this without duplicating the PBR setup? Would love to make a vector node group that I can drop in to any simple PBR setup to get similar results.

    • @cgboost
      @cgboost  2 роки тому

      I guess not really (at least nothing simple) if you want to mix different PBR maps from different materials.

  • @Masha_B
    @Masha_B 3 роки тому

    This trick is awesomel! Thank you so much 😁

  • @danwilliam9951
    @danwilliam9951 2 роки тому

    i love it

  • @AndyEngelkemier
    @AndyEngelkemier 3 роки тому

    This is pretty killer. Thanks for sharing.
    Using this method obviously only works well for more organic textures, but you can actually get away with using non-tileable textures with this because you can "tile" them by simply mirroring them in X and Y ahead of time. That is Technically tileable then, but not really, because it's Very noticeable. But if it's really only visible in random areas and limited mostly to just the seams of the voronoi texture, that would work for quite a few things.
    And it probably wouldn't be All that difficult to create a setup that did that, and even blur and offset the seam of that texture, with a little randomness before you do this node setup so that later on you can just feed it any image you want, and you'll end up with a fairly workable texture.

  • @blenderalien
    @blenderalien 3 роки тому

    Das ist Gold wert!

  • @mahirfr
    @mahirfr 3 роки тому +26

    I wonder how Blender Guru gonna feel.

    • @jakeperl5857
      @jakeperl5857 3 роки тому +1

      Haha his method isn't too shabby either!

    • @MrCeka
      @MrCeka 3 роки тому

      he got it already last year ua-cam.com/video/-VgtSL5ZpYc/v-deo.html&ab_channel=BlenderGuru

  • @Adhithya2003
    @Adhithya2003 3 роки тому

    Hey Zach Love you..

  • @TheDevian
    @TheDevian 3 роки тому +1

    My question would be, is there a way to export this into another program, like Daz, that doesn't forget all of that. IDK, baking it in or something?
    I tried exporting the one I made using BlenderGuru's trick, and it did not 'remember' any of that when I applied the textures in Daz.

    • @cgboost
      @cgboost  3 роки тому +1

      As it comes to unwrapped mesh, it exports properly. Textures can be saved to external file. Materials you usually need to recreate in the other programs as they use their own material system.
      ~Egon

    • @TheDevian
      @TheDevian 3 роки тому

      @@cgboost I guess I will have to learn how to do that, because the way I do it now, the texture and model export, but the grid goes back to normal.

  • @MatiasPiens
    @MatiasPiens Рік тому

    Great tutorial for old version , on 3.4 the result is not the same .

  • @nv7287
    @nv7287 3 роки тому +2

    would this be too gobbley on resources for a game? ...I wonder if this could be used in unity (obvs using their Shader setup) I am so tired of my tiling textures! XD
    Anyway amazing work as usual!

    • @Fanaatti
      @Fanaatti 3 роки тому

      I tried this on unreal engine shader setup, and had great success with it. However, I had to do some modifications as there were some limitations, but the overall performance was great. I actually believe that the perforance is better than if used that typical 'macro-micro blending' -method, since the overall required steps are much less.
      Main difference was that the UE4 doesn't have that "distance from edges" options available (to get those voronoi edges), so the blend will switch from black to white in 1 pixel. Also, the voronoi lines had to be calculated by taking two voronoi generator, shifting the other one a few centimeters in X and Y axis, and taking pixel color distance from these. This method however causes a clear visible line since there arent smooth blending at the voronoi edges. To overcome this, I used the that original seamless texture like the first 5m from view and then there is like 1-2m gradient blending area (goes from black to white and blends the original texture and non-repeating texture) and then it switch completely to that non-repeating texture. This should work fine to almost any seamless texture that doesn't cause 'repeating effect' in a small area, like 5-10m distance.

  • @shanedk
    @shanedk 3 роки тому

    Instead of doing all that to cover the visible seams, why not just change the Voronoi to Smooth F1?

    • @shanedk
      @shanedk 3 роки тому

      Also, the Vector Math node might be easier than separating the XYZ and putting in three different Multiply nodes.

    • @Francois_Le_Blendeur
      @Francois_Le_Blendeur 3 роки тому

      came here to ask that

  • @_simetje_
    @_simetje_ 3 роки тому

    Isn't there a way to rotate along the object's normals ? This would solve the rotation for the sphere !

    • @schroedingersdog7965
      @schroedingersdog7965 3 роки тому +1

      Here's one technique that gives pretty good results. UV-unwrap the object you're texturing, then plug the "UV" output of both Texture Coordinate nodes into the "Vector" input of their associated Mapping nodes. Use the "Z" rotation value of the Mapping node to rotate texture around each face's normal. Increasing the "Scale" value of the Voronoi Texture nodes may improve the appearance of the applied texture. Seems to work well for just about every shape, altho the "polar" regions of the isosphere are problematic. Hope this helps!

    • @_simetje_
      @_simetje_ 3 роки тому

      Yeah that looks right, thanks 😋

  • @GaryParris
    @GaryParris 3 роки тому

    excellent :O)

  • @AA-hg7xq
    @AA-hg7xq 3 роки тому

    So how do I prevent tiling on a house with clapboard siding? and smudges? The lines of the boards must remain parallel. The house is 50 feet long and 12 feet high (1st floor). Got me stumped. Anyone got a solution for it?

    • @cgboost
      @cgboost  3 роки тому +1

      YOu can use repeating seamless texture for the boards and place the random smudges as decals over the material to break it.
      ~Egon

  • @smtsudipta8564
    @smtsudipta8564 3 роки тому +1

    this texture setup slowers viewport

  • @ApexArtistX
    @ApexArtistX 3 роки тому

    Cherry blossom tree please

  • @OviGomy
    @OviGomy 3 роки тому

    Very Cool. I wasn't that smart.

  • @DJspre
    @DJspre 3 роки тому

    I'm getting flashbacks of Sumotori Dreams.

  • @stefanie69
    @stefanie69 3 роки тому

    Ur just use poligon uber mapping node but nice vid

  • @SagunManandhar
    @SagunManandhar 2 роки тому

    why can't i save it to watch later ??

    • @cgboost
      @cgboost  2 роки тому

      Strange, all settings of the video are fine. Did it work for other videos?

    • @SagunManandhar
      @SagunManandhar 2 роки тому +1

      @@cgboost Working fine now. Thanks !

  • @MrJohnofficial
    @MrJohnofficial 8 місяців тому

    so complicate, in V-ray there is one node randomise. He messing customisable yeah but much faster! I need it in Cycle :'(

  • @richard_robert
    @richard_robert 3 роки тому +4

    Didn't Blender Guru made another node setup called UberMap which does the same.

    • @cgboost
      @cgboost  3 роки тому +7

      It is a different way, yes, that's why I linked his tutorial in the video description. Of course, you can use premade nodes, which is recommended in some circumstances, but following tutorials about shader nodes helps to understand the subject better, and use it for other projects later on. 🙂

    • @richard_robert
      @richard_robert 3 роки тому

      @@cgboost Awesome...

  • @vikaskumar-lr4cn
    @vikaskumar-lr4cn 3 роки тому

    Hello zach sir
    I want to make animated movies like super jojo UA-cam channel make in blender please help me and guid me how can i make

    • @cgboost
      @cgboost  3 роки тому

      Hi, making a short is quite complex and demanding project. It requires knowledge from many areas such as modelling, shading, rigging, animation, rendering ,etc. Also requires a lot of time or team to produce it. So if you have no prior experience, you need to start with learning the tools and techniques.
      ~Egon

    • @vikaskumar-lr4cn
      @vikaskumar-lr4cn 3 роки тому

      @@cgboost i know modeling shading and rigging and littlebit animation also but i fails woth the clothes mostaly

    • @user-gq1ij
      @user-gq1ij 3 роки тому

      Vist channel Darrin Lile

  • @lakvfx
    @lakvfx 3 роки тому

    sir please make more free tuturials on youtube,so poor people like me can learn🙏

  • @107zxz3
    @107zxz3 3 роки тому

    Can't wait for cgmatter to do this but better

  • @redsmartiez2104
    @redsmartiez2104 3 роки тому

    first

  • @Atomic-toons00
    @Atomic-toons00 2 місяці тому

    You waisted 1 minute of my life