I wish to check procedural texture technology for considered one of my tasks, my objective is to make use of these generated textures with random UV-mapping as a way to keep away from noticeable texture repetition.
For purely random textures is easy and easy, think about the feel under because the the highest of Minecraft-like grass block:
With texture repetition seems fairly unhealthy:
However with an even bigger texture and UV-mapping randomly, repetition just isn’t as noticeable:
And if I add rotation and/or make the feel greater (so I can scatter the mapping extra) it might be even higher, additionally as a bonus i can transfer the grass/filth line for biome variations or gradients:
The issue with this method1 is that this solely works with this “pixel soup” because it would not have any noticeable sample it reveals an honest outcome it doesn’t matter what the UV-mapping is.
However for photos with a sample it solely works so long as the sample follows strict guidelines; within the instance under green-pink and blue-red factors ought to at all times join.
And the random UV-mapping ought to at all times be set in a means that the green-pink and blue-red factors are picked (the UV coordinates needs to be a a number of of a chunk), that may be adequate however I ponder if there is a means to enhance this technology, can I do one thing that relaxes the principles I’ve talked about earlier than?
Particularly I am asking:
- A seamless texture will be created with out forcing chunk patterns to match borders or with extra freedom matching chunk patterns?
- The feel will be created in a means that each chunk would match in additional methods: as an alternative of each chunk, each ½chunk ¼chunk (even when it is just in a single axis)?
1Does it have a reputation? It will be very helpful to know as a way to search documentation about it.