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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 10 10:34 am)



Subject: Tiling a land


Robo2010 ( ) posted Wed, 18 January 2006 at 8:56 AM ยท edited Mon, 10 February 2025 at 3:26 PM

file_319673.jpg

I do not think this is the best way to do things. But I am in need of a huge landscape. Like a desert ground or even best, the grand canyon would be nice. I haven't seen any huge landscapes at all for poser. I do have "3d World Kit", although that was made for P4, and I am using Poser6. Some does ok, but I am in need of a huge landscape, not a backyard. Poser and even 6, does have its potential to even have the grand canyon in its scene. So, for my animation set, I have used the ground to compensate for a landscape. Not the best, but I used a texture file and upscaled the ground up from 400% to a wow!...100000%. What other choice do I have for a huge landscape? Even if I made my own ground prop in Wing3D then UVmapped. The tiling would still be a problem. If you look at image, how it gives that wave effect. Has to do with the image (texture), light on one side of image and slightly darker on the other side. Then tiling it, and then Bump mapping it, doesn't do that great. I have removed the Bump map, but it still shows the same. How can I do this? Anyone done this before?

Message edited on: 01/18/2006 08:57


wheatpenny ( ) posted Wed, 18 January 2006 at 9:17 AM
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The only way to avoid that look is to use a much larger texture. As for making a large terrain, if you have access to Vue or Bryce, you can make a very large terrain (or a set of tiling terrains) and export it as a 3ds or obj then import than into Poser. Several other modelling programs have an option to make a terrain from a height map.




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randym77 ( ) posted Wed, 18 January 2006 at 9:18 AM

Texture filtering might help.

Someone once posted a tutorial on how to use shader nodes to break up visible tiling, but I can't find it. Hopefully someone else will know.

You get the same problem in Vue when you tile an infinite ground plane. Using a mesh that isn't totally flat helps, as does tweaking the size of the tile. Using very large textures helps, but it's a memory hit.


Little_Dragon ( ) posted Wed, 18 January 2006 at 9:51 AM

The "wave effect", as you call it, is caused by inconsistent lighting across the tiled image map. Even if the texture is perfectly seamless, the pattern still becomes obvious, especially when viewed from a distance.

It can usually be fixed by applying a high-pass filter.



Robo2010 ( ) posted Wed, 18 January 2006 at 11:43 AM

Attached Link: http://www.mayang.com/textures/Nature/html/Mud/

Wow..although I do not have high Pass filter in Jasc PSP8, I am finding ways to fix it my texture, along with the link that was givin. I tried to send the file here (image). But it is about 3mb. It was a freebie. I dunno where I got it from. But I have given a link of similiar images. Do not think they are not as good as the one I have.


Little_Dragon ( ) posted Wed, 18 January 2006 at 1:07 PM

Yeah, I don't think high-pass was added to PSP until version 10. But AmphiSoft's free Convolution Shaman filter has a high-pass function.

AmphiSoft filters



svdl ( ) posted Wed, 18 January 2006 at 2:10 PM

That's what happens if you use a tiled texture map. If you want cracked dry ground like this, you're better off using procedurals. The resolution is literally infinite. I'd suggest playing with the P6 supplied procedural materials. And you could download ernyoka1's free cave - it's got a wonderful fully procedural texture, with a bit of tweaking it'll make for a nice cracked desert ground. You can also scale up the 3D World Kit and apply procedural materials. I've found that the Poser "universe" is HUGE indeed. It has no default "skydome" limiting the world size, like Vue and Bryce. I've made scenes in Poser that would stretch for more than a mile, and there's no reason a scene couldn't be even larger. Now if Poser would have something like a Vue Infinite ecosystem, and a render engine that actually could handle a lot of geometry......

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Miss Nancy ( ) posted Wed, 18 January 2006 at 2:16 PM

I tried an high-pass filter on the above image, but the result was poor - it just converted to a grey-scale image at the radius needed to eliminate the striation artifacts. perhaps one could use a shader that can mix a randomising procedure or some turbulence into the tiling.



diolma ( ) posted Wed, 18 January 2006 at 3:54 PM

file_319674.jpg

Just a thought... Why not try adusting the offset values via one of the fractal nodes? I just tried an experiment (bear with me... 4 Pics to explain) The 1st pic is above. Shows a tileable "fur" texture applied to a 1-sided square..



diolma ( ) posted Wed, 18 January 2006 at 3:56 PM

file_319675.jpg

... the "banding" is very obvious. Here's the render from that (just to show, although it's not really necessary) PS: If I can find out who provided that "tileable fur texture", I'll credit them..



diolma ( ) posted Wed, 18 January 2006 at 3:59 PM

file_319676.jpg

Now, one possible way to overcome that "obviously-tiled" effect.. (You'd ned to experiment with the settings - this was just to suggest a principle..)



diolma ( ) posted Wed, 18 January 2006 at 4:03 PM

file_319677.jpg

.. and the final render... Any better? Of course, what I *should* have done was save the 2 renders to disk instead of screen-capturing them, but it's too late now. Don't know if it'll help, but at least it provided me with a little fun time:-)) Cheers Diolma



bagginsbill ( ) posted Wed, 18 January 2006 at 4:18 PM ยท edited Wed, 18 January 2006 at 4:20 PM

file_319678.jpg

Diolma beat me to it. Here is my solution.

This is applied to a primitive one-sided square, rotate -90 X degrees to make it a ground plane. Also, you really need to enable texture filtering in the render options.

Message edited on: 01/18/2006 16:20


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bagginsbill ( ) posted Wed, 18 January 2006 at 4:24 PM

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Attached Link: http://www.renderosity.com/viewed.ez?galleryid=1137893

By the way, solving this problem today inspired my post to the gallery. Hope you like it. The tile texture I used in the gallery picture WAS NOT EVEN SEAMLESS, LOL.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


Robo2010 ( ) posted Wed, 18 January 2006 at 4:42 PM

Ok...lost only on the one side square. Everything else is ok. Did you guys make the one side square as a single prop, then exported it, uvmapp? What was the upscale size?


bagginsbill ( ) posted Wed, 18 January 2006 at 4:54 PM

No exporting involved. The one-sided square is UV mapped from 0 to 1, corner to corner. The trick is to scale the image_map down so that the image is tiny and gets tiled automatically. See my U_Scale is .05? That means twenty copies in the X direction. My V_Scale is .025 - that means 40 copies in the Y direction. I did that because I scaled the square to be twice as long as it was wide. You don't have to do that - keeping it square works just fine. My technique of multiplying the scale with the turbelence creates areas where the texture gets squished in random ways. This gives the desired results without a lot of tweaking. I originally tried the offsets instead of scales, like Diolma, but that required a lot more tweaking of the scale on the turbulence. I didn't try fBM or other randomizers, but they should work too. The important part of what I did was to reduce the randomizing influence in the area close to the camera by using the V_Texture coordinate to control how much randomizing is done as the distance increases.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


diolma ( ) posted Wed, 18 January 2006 at 5:03 PM

1-sided square is one of the Poser "Primatives" props (in P5/P6). The advantage of using it is that the 2-sided square (also in primatives) tends to get artifacts (in both the Firefly and P4 renderers in P5/P6). How it was used? I just loaded it into the scene, rotated in X by -90 (so it lay flat with its 1 side pointing upwards), scaled it up significantly (about 5,000 IIRC), moved it (in Z) so that all except the nearest part of it was in view (ie, , then applied the texture directly, as shown above. No need to export/UV map - it's all done in the Mat room:-)) Cheers, Diolma



diolma ( ) posted Wed, 18 January 2006 at 5:12 PM

Ooopps.. This time Bagginsbill got in 1st. Hi Bill - we've got to stop meeting like this:-)) Just goes to show that there's more than one way of skinning (tiling) a cat (square) :-)) Cheers, Diolma PS - Note the 1 big difference - I used a disturbed U/V offset; Bagginsbill used a disturbed U/V scale. Either can work, the results differ. Try both! Use whichever works for you for this scene (but remember both; other scenes may need a different approach)...



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