Thanks a lot poopipe Very explaining link indeed. Meanwhile I am trying a bit other approach by painting initial tillable cells structure as a flow map by a brush and then making every directional warp and slope blur I used to deform in sync the initial flow map colors too with a certain color/vector mix. Too bad Substance…
the sobel filter bit in the curvature_sobel node is a fairly simple example it samples the 8 neighbouring pixels to the current one (thats the kernel) and uses the difference in normal direction to work out how much curvature is happening. this is a fairly clear explanation of how kernel based filters work…
This is my initial idea how to get flow vector but it has an obvious fault since the rotaton is represented only within180 deg. Same as in a normal map. Perhaps if the normal node would give kind of exr normals representation like in Blender normal AOV it might work better but I am not sure. If somebody have an idea how to…
Thanks a lot for trying poopipe . I am still not sure I understand how the flow vector/direction is derived here . I tried to build this and it looks like vector warp node mostly. Same as with both vector warp and morph you need proper flow map as a vector input In my texture the streams are just directional warp of some…