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 !!!
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.
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 !
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
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.
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.
@@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.
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.
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.
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
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!
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.
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!
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?
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
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. 🙂
Awesome! This is going to be very useful for my work. Thanks Zach!
Same here
Yeeaaaaaaaaaaah! Thanx cg boost for this tutorial ,this is very helpful for me
Huge respect to say the least for people who discover such brilliance and share it
The video was uploaded right when I was looking for a easy way to randomize tiling.
Thank you very much.
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 !!!
Great tips Zach!
Hi Jared
Excellent! Thanks
I teach my students a method very similar to this in my TA sessions,
Saves me on a lot of renders
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.
You can vary the saturation instead in those cases.
This is going to change every think!! thanks to Higgsas and you!
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 !
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
Ah, thanks for letting me know.
Be buying the course soon!
awesome solution, thanks.
Using UV map on sphere would allow to rotate on Z axis without stretching.
Very clever technique...thanks for sharing!
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.
Thanks for the info.
This is golden!
Exactly what I want, thank you for sharing....Already subscribed.
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.
Thank U for the video, i just used your video instead "uber mapping" plus half other tutorial from guru and final results are aweasome.
Shared knowledge, cool.
~Egon
@@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.
Very useful, thanks a lot Sir !
I wouldn't have figured this out in a million years!
Thanks for making this so we don't have to loose all our brain-cells from the Blender Guru video.
I wonder how Blender Guru gonna feel.
Haha his method isn't too shabby either!
he got it already last year ruclips.net/video/-VgtSL5ZpYc/видео.html&ab_channel=BlenderGuru
Many thanks!
Works great, I can't see tiling at all on the ground texture I've used.
thank you so much! a life saver ^^
Just great!
Thanks so much man..
mind = blown
good stuff!
This trick is awesomel! Thank you so much 😁
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.
I guess not really (at least nothing simple) if you want to mix different PBR maps from different materials.
i love it
Das ist Gold wert!
Hey Zach Love you..
Great tutorial for old version , on 3.4 the result is not the same .
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.
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
@@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.
Instead of doing all that to cover the visible seams, why not just change the Voronoi to Smooth F1?
Also, the Vector Math node might be easier than separating the XYZ and putting in three different Multiply nodes.
came here to ask that
this texture setup slowers viewport
Cherry blossom tree please
Very Cool. I wasn't that smart.
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!
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.
I'm getting flashbacks of Sumotori Dreams.
Ur just use poligon uber mapping node but nice vid
Isn't there a way to rotate along the object's normals ? This would solve the rotation for the sphere !
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!
Yeah that looks right, thanks 😋
excellent :O)
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?
YOu can use repeating seamless texture for the boards and place the random smudges as decals over the material to break it.
~Egon
why can't i save it to watch later ??
Strange, all settings of the video are fine. Did it work for other videos?
@@cgboost Working fine now. Thanks !
so complicate, in V-ray there is one node randomise. He messing customisable yeah but much faster! I need it in Cycle :'(
sir please make more free tuturials on youtube,so poor people like me can learn🙏
Hello zach sir
I want to make animated movies like super jojo RUclips channel make in blender please help me and guid me how can i make
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
@@cgboost i know modeling shading and rigging and littlebit animation also but i fails woth the clothes mostaly
Vist channel Darrin Lile
Didn't Blender Guru made another node setup called UberMap which does the same.
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. 🙂
@@cgboost Awesome...
Can't wait for cgmatter to do this but better
first
You waisted 1 minute of my life