Thank you so much for showing the texturing part, so many tutorials just show the height field then are like and you just render it. I have been wondering how to make it look good thank you so much!!!
Thanks for the tutorial! I came across the problem of having a cook error in the input node flip when trying to render the rop to disk. Does anyone know how I could solve this problem?
Really enjoyed this and learned a lot from it my friend so thank you. I also was curious why you couldn't see the layer mixers in the list of materials and I discovered it's because you don't have the 'material out' box checked (the little orange flag on the top right). Anyways, thanks for this!
I see you are using Ubuntu, is Quixel bridge working for you? I have the dreaded "download failed" error. Thanks for any pointers and the amazing content!
How did you get around the problem of the material tiling not looking like it's repeating? Is there a way to "shuffle" the tiling in a mantra material node?
The key to getting it to not feel tiled is to use several texture sources and then use geometry attributes to break up the layers and hide the tiling. So I will use three similiar texture sets and then use the point attributes from the simulation to layer them.
No, the issue is the y projected uv on the converted geo doesn’t line with the maps generated from the heightfield. Using the flip flop in this case helps fix the discrepancy between how the sop import brings in that info and how the uvs are on the converted geometry. I have not had issue tiling textures. I do find that a simple y projected uv doesn’t always look great. You get a lot of stretching and distortion. Often is will stash the uvs from the top down projection into a second uv attribute and then do some more aggressive UVing to have better laid out texture. Seams can be problematic for displacement. You can always take this geo into something like substance and create cool procedural textures. I usually create my procedural textures in vops for something like this. The purpose of this is to get a quick set up using mega scan materials.
I don't think that was the point of this video... lol. But I must say, he is making a video teaching some concepts that obviously was important enough for you to click on to learn, all for free and your brain goes to how a quick example looks. Not, 'thanks for the free info' just 'duuuuuuuuuuuuh textures look bad'.
Thank you so much for showing the texturing part, so many tutorials just show the height field then are like and you just render it. I have been wondering how to make it look good thank you so much!!!
Thank you so much for this, really helped!!
Thanks for the tutorial! I came across the problem of having a cook error in the input node flip when trying to render the rop to disk. Does anyone know how I could solve this problem?
Огромное спасибо вам. Чрезвычайно полезный урок, с подробностями и объяснениями. Желаю вам успеха.
Really enjoyed this and learned a lot from it my friend so thank you. I also was curious why you couldn't see the layer mixers in the list of materials and I discovered it's because you don't have the 'material out' box checked (the little orange flag on the top right). Anyways, thanks for this!
Perfect and to the point. However though, ROP output not rendering, ERROR: cook error in input !! any idea ? thnx
were you able to solve the issue?
I see you are using Ubuntu, is Quixel bridge working for you? I have the dreaded "download failed" error. Thanks for any pointers and the amazing content!
How did you get around the problem of the material tiling not looking like it's repeating? Is there a way to "shuffle" the tiling in a mantra material node?
The key to getting it to not feel tiled is to use several texture sources and then use geometry attributes to break up the layers and hide the tiling. So I will use three similiar texture sets and then use the point attributes from the simulation to layer them.
When you are explaining the ‘uv magic’ what was not working? I keep on hearing about us wierdness from tiled heightfields. Is that it?
No, the issue is the y projected uv on the converted geo doesn’t line with the maps generated from the heightfield. Using the flip flop in this case helps fix the discrepancy between how the sop import brings in that info and how the uvs are on the converted geometry. I have not had issue tiling textures. I do find that a simple y projected uv doesn’t always look great. You get a lot of stretching and distortion. Often is will stash the uvs from the top down projection into a second uv attribute and then do some more aggressive UVing to have better laid out texture. Seams can be problematic for displacement. You can always take this geo into something like substance and create cool procedural textures. I usually create my procedural textures in vops for something like this. The purpose of this is to get a quick set up using mega scan materials.
Thanks for explaining
Is there a way to reach out to you off RUclips?
Sure, email me at robau@2bitfx.com
texture doesnt look very good tbh..
Thanks for being honest ;)
I don't think that was the point of this video... lol. But I must say, he is making a video teaching some concepts that obviously was important enough for you to click on to learn, all for free and your brain goes to how a quick example looks. Not, 'thanks for the free info' just 'duuuuuuuuuuuuh textures look bad'.