Forum: Poser - OFFICIAL


Subject: Texture Bombing - imported from Blender

Graybeard opened this issue on Mar 02, 2023 · 15 posts


Graybeard posted Thu, 02 March 2023 at 5:54 PM

In a thread from a couple of days ago, I asked for a way to do Texture bombing in Poser. https://www.renderosity.com/forums/threads/2977739/early-to-the-party-wishes-for-poser-14-texture-bombing-blender-bridge#msg4457376

The issue is that even seamless textures tend to form a pattern when used over a larger surface.

This is a texture using a seamless texture from Poly Haven: Burned Ground 01: https://polyhaven.com/a/burned_ground_01

I have 5*5 textures in the texture, and even if this texture is seamless, there is still a clear pattern.

I have noticed that there are a number of Blender apps which will muddle up the textures for a more pleasing results. These apps work with rotating and tweaking the grid.

Yesterday I came across this tutorial by Jimmys Room for the rotating of textures in Blender Cycles. https://youtu.be/sgx32QQhUws.

I have given a whack at translating Jimmy’s textures to Superfly and this is my result

Still a little bit of pattern, but a lot less than the original.

Here is how it is done:

1. I first define a simple texture in Cycles. I have used the Diffuse, Roughness and Normal maps, but other elements can be added.eventually.
Remember so set the Extension in the ImageTexure node to periodic


2.  I then duplicate the first and attach it to a MixClosure node with a color ramp and a noise texture. The Color Ramp is attached to the FAC of the MixClosure.


This is the first time I run into the difference between Poser’s Cycle nodes and Blender’s. Blender has a more advanced ColorRamp node than Poser, where the old one is till applied. But I have tried to make a version of the Poser node that approximates Jimmy’s Blender node.


Notice how I have approximated the Blender node. This works here, but the color node is one of Jimmis’ tools to change the rotation and that is much more difficult to achieve with the Poser one

3. Once I have attached the MixClosure node to the PrincipledBDSF I then proceed to twist one of the textures by changing the setting for the z axis in the Mapping node.

 

This already produces a better result



4. But Jimmi goes further and so will I. So once more I duplicate the texture setup. Connect it to another MixClosure node and attach the first MixClosure node to the other input 


5. Again I twist the rotation of the third Mapping Node. This is where some experimentaton comes in, I think. I use 0, 20 and 75 in this setup to achieve the result below.


6. Jimmy also uses the position on the scale of the ColorRamp of his narrow gap to influence the resulting pattern of  texture, but this is more complex with the Poser node (do we get a proper Cycles ColorRamp in Poser 13?)

This is not perfect, but it is in many cases better than the tiled structure, 

I am sure I am only part of the way, and I invite others to contribute to this process. and any improvements to this setup is warmly welcome.