sideeffects / GameDevelopmentToolset

A series of Houdini shelf tools that are geared towards game developers!
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Make Seamless COP? #42

Open galagast opened 7 years ago

galagast commented 7 years ago

Hi, I'm not sure if it would be a good idea to throw this here.

Would it be possible to maybe add a feature like this to the toolset? I haven't explored ways to do something like this in COPs. For now I've used Gimp's "Make Seamless" filter: image Which works quick and great. But it would be nice to not have to go out of Houdini just for that. I generated the noise image in COPs, then saved it out to be made seamless in Gimp.

KenzieMac130 commented 6 years ago

That would be useful for Procedural Texturing in COPS. I've found Gimp's make seamless tool to be useful in a pinch, however it's method of tiling textures is a bit too stupid to be useful in a production environment. What it does is create a duplicate of the layer, offset it, and add a soft mask on the center and seams. Doesn't look the greatest and tends to soften out details.

galagast commented 6 years ago

Heya Alex! Thank you for the insights :) Yeah, I was kinda planning to do something like that in COPs.. something that can be good for quick seamless textures. 😄 Complicated textures would definitely need a more manual/traditional approach.

I'm also just starting to binge watch substance designer tutorials, they seem to have noise/grunge maps that are already tiled. I wonder how they are approaching that. I'll also try looking into it next time.

galagast commented 6 years ago

I just found Pixplant's tiling tutorials, it's looking great! https://www.youtube.com/watch?v=aLQbnHjKROA

KenzieMac130 commented 6 years ago

The way substance designer does it is not a traditional approach. The substance engine is written from the ground up for every operation to be tilable (unless instructed otherwise). Basically when the substance engine is doing math and when it references a point off texture, it will wrap that operation and repeat it on the other side as if it was just the next pixel over. As for noises the quadrant system in the fx node (the thing that is used to generate all of those noises and grunge maps) automatically handles tiling similarly. The only (atomic) nodes that really break tiling are the transform and bitmap (for obvious reasons). But you can run those results, through a "make it tile-photo" node which works similarly Gimp's make seamless tool but with added shape recognition to warp the mask. Hope this helps understanding.

galagast commented 6 years ago

Thank you again Alex, these are really helpful information. I'm particularly curious about that quadrant system. I'll keep these in mind as I delve into these further. Cheers!

DevinFour commented 3 years ago

Any HDA somewhere that does this?