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Avoiding texture repetition on big walls?

polycounter lvl 6
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triton polycounter lvl 6
How to avoid texture repetition on big walls?
I am exporting the texture from Substance Designer in my case.

Is there any randomization method you can do in Materials in Maya do so such thing?

Any ideas much appreciated.


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  • gnoop
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    gnoop polycounter
    1. macro (low frequency)  texture layer with add/sub blending  + decals  (could hide this to certain extent)
    2. bigger texture/texel size  with more unique cover.  it shouldn't be down to every microbe  on surface.
    3. non-square textures and stretched texel size  to make bigger cover in most visually repeating direction. ( counter-weighted by  squeezing in the texture)
    4. alternate / shifted/ mirrored  insertions
    5. UV shifting  shader  ( perfectly ok for such subject with natural "seams")
    6. two materials  mix shader + vertex color mask
    7. combination of all above

    Also  this repeating darker brick  is what makes most of an issue.    You  should train  certain   sense  of a balance  and  counter weight something visually  prominent  in other  quadrants of a texture . 

    It's not always possible In Substance Designer   and sometimes requires manual re-shuffling .   But checking tillable preview for each pattern and trying different seeds  helps .
    Also  Hipass/freqencies separation is sometimes a quick solution but beware of typical halo issues  hipass creates . It's just a blur under a hood. Too much of it could  totally destroy the nature impression.

    So in the end it's a bit of an artist balance sense and taste.  Similar to music where you mix low frequency basses , hi pitch  sounds and main melody  intertwining each other into something looking unique.




  • triton
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    triton polycounter lvl 6
    gnoop said:
    1. macro (low frequency)  texture layer with add/sub blending  + decals  (could hide this to certain extent)
    2. bigger texture/texel size  with more unique cover.  it shouldn't be down to every microbe  on surface.
    3. non-square textures and stretched texel size  to make bigger cover in most visually repeating direction. ( counter-weighted by  squeezing in the texture)
    4. alternate / shifted/ mirrored  insertions
    5. UV shifting  shader  ( perfectly ok for such subject with natural "seams")
    6. two materials  mix shader + vertex color mask
    7. combination of all above

    Also  this repeating darker brick  is what makes most of an issue.    You  should train  certain   sense  of a balance  and  counter weight something visually  prominent  in other  quadrants of a texture . 

    It's not always possible In Substance Designer   and sometimes requires manual re-shuffling .   But checking tillable preview for each pattern and trying different seeds  helps .
    Also  Hipass/freqencies separation is sometimes a quick solution but beware of typical halo issues  hipass creates . It's just a blur under a hood. Too much of it could  totally destroy the nature impression.

    So in the end it's a bit of an artist balance sense and taste.  Similar to music where you mix low frequency basses , hi pitch  sounds and main melody  intertwining each other into something looking unique.




    Thank you so much.
    Do you have any link to a video showing parts of what you mentioned?
  • triton
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    triton polycounter lvl 6
    I have much much better results now... Thank you again.
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