I need a shape splattered non-uniformly. I can control the density, the scale and the rotation using map inputs, but I can't control the position random that way. Is there any workaround, or could the shape splatter node be adapted (no clue how though)? For now I would just use different stages, mask them out and layer them to give the appearance of a gradual change in randomness. But I'd really like a more procedual approach.
Thanks for any help and ideas!
Replies
"The sampler node can be used to sample pixel values in an image input plugged to the fx-map node. The sampled values can then be used to drive any parameters using functions." (On the page I already linked)
This sounds exactly like what I want.
In some cases (maybe not with noises), it may be possible to recreate your own version of that node using a Pixel Processor using sampler nodes to read in an input texture rather than exposing a constant parameter."
The biggest usability issue with designer is that they marketed it at the wrong people IMO
Anyway, it's an easy addition - took about 2 minutes to figure out and implement.
You'll want to take a copy of the shape splatter node rather than editing the original but if you follow these steps you'll get there
You're right though, that's exactly what I meant. To really take advantage of designer you need to be thinking like a programmer but it's still a very powerful tool in the hands of a technically minded artist.
The reason it's taken off the way it has is because its so powerful as a pipeline and material management tool - not because its easy to use (if usability for the artist was really that important we wouldn't all be using maya)
I'm curious about how you would approach instancing and exposing parameters in a better way, we're always open to suggestions.
SD is a technical tool and will stay a technical tool. That being said, we're aware of a lot of areas that could use some UX work and we're taking those on one at a time.