Random uv rotation

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desig...@gmail.com

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Aug 12, 2020, 4:13:35 PM8/12/20
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Anyone know of a way to do this in Maya? Seems like a great technique for grass and repeating noise textures. 

I'm referring to the blender random uv rotation.

desig...@gmail.com

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Aug 12, 2020, 4:45:32 PM8/12/20
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This was such a silly problem, I'm not sure why I asked. This simple network solves the issue easily. This uses 4 variations of tiling and UV rotation, and three noises that blend materials. Whatever. Sorry I mentioned it. 
image.png

ryan harrington

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Aug 13, 2020, 12:31:06 PM8/13/20
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Don't know why you are apologizing, this is why this mailing list exists...thanks for posting your solve.


Jean Delaunay

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Aug 13, 2020, 1:15:07 PM8/13/20
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You can also use a script to randomize UVs on multiple objects...
or use Mash to generate color IDs that control a switch node for your textures.

also in VRay there's a randomize by UV function in the VrayMultiTexSub node

would be nice to get the same thing in Rs and Ar...

On Thu, Aug 13, 2020, 09:31 ryan harrington <ryanowenh...@gmail.com> wrote:
Don't know why you are apologizing, this is why this mailing list exists...thanks for posting your solve.


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Nathan Shipley

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Aug 13, 2020, 2:38:19 PM8/13/20
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Agreed!  Thanks for asking and also sharing your solution.  I'm here to read stuff just like this!

On Thu, Aug 13, 2020 at 12:31 PM ryan harrington <ryanowenh...@gmail.com> wrote:
Don't know why you are apologizing, this is why this mailing list exists...thanks for posting your solve.


desig...@gmail.com

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Aug 13, 2020, 11:11:13 PM8/13/20
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Hey Jean! Nice to see you here!
Mash color id. Interesting! I've never tried that. You would use breakout nodes to control 2d placement coords?

R

desig...@gmail.com

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Aug 13, 2020, 11:11:51 PM8/13/20
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Or breakout nodes to control a switch node...

R

joiec...@gmail.com

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Aug 18, 2020, 9:20:58 AM8/18/20
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Could you explain how to do that?
You should have several 2D placements or what?

Jean Delaunay

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Aug 18, 2020, 2:20:48 PM8/18/20
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Hey hey ^^
I just use the color Id to give you the "randomness" per object. 
and then, using the user data color with some remapping, I can just control the switch value.
You'll still have multiple 2d placement nodes, but you can control which objects use which texture much more precisely with Mash.



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joie

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Aug 19, 2020, 9:08:26 AM8/19/20
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Oh, I see.
But the video link on the original post doesn't talk about multiple objects, but to add randomness to the tiles of a texture coordinates placement.
So, if you have a 2D placement node and you tile it, say, ten times, every tile is the same, that's why you see the repetition. But, somehow, in Blender, he is able to add random rotation to the tiles. That's something I've tried to accomplish for several years with no success. As far as I know, 2D placement tiling are NOT controllable inside MAYA.

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sid

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Aug 19, 2020, 9:46:26 AM8/19/20
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Yeah, I don't think Maya can do it out of the box, and I don't believe Arnold supports it.

I've heard the technique referred to as "texture bombing".

Jean Delaunay

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Aug 19, 2020, 11:27:37 AM8/19/20
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I mean... you can stagger the tiles and add a map to rotate & noise of the UVs... directly in the place2dTexture if that's what you want...
otherwise maybe with a triplanar node + reference object ?



ryan harrington

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Aug 20, 2020, 6:20:21 AM8/20/20
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I tend to use projections, 3D textures and other utility nodes to blend maps a lot, so you can have variations that tile, organically blended on a larger scale ( tend to remamp the 3D textures through a ramp to make them more intuitively tweakable, you can even just drop your textures into the dots on the ramp, bypassing the need for a layering node).
Another option would be to multiply some larger, triplanar projected variations over a base repeating texture. A couple of layeres projected at different scales can disrupt  repetition reasonably well.

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