Dev:Ref/Requests/Texture2.6

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Texture Node Types

Real World Texture Nodes (Cycles)

I find that although the current texture nodes available allow for a great variety of texture making, given the fractal nature of nature, there should be some nodes that get the user much closer to full procedural, real-world textures with less fuss. Procedural is the KEY. Yes I could use image textures, but these are wrought with pitfalls to achieve realism if tiling the texture is necessary.

True Wood (I need to refine this thought)

Imagine a log, and the texture node "TRUE WOOD" is an imaginary cube that cross-sections the log (where cube Z-axis points along the grain as if the log were still a standing tree). Tilt the Z-axis from 0-90 degrees in either or both the X or Y directions to achieve different cuts, from full rings to elliptical rings approaching to full long grain cut. Change the X & Y values to position cuts relative to the log's pith (center). 0x0 would show a full concentric ring with a clear center, and 0.5x0.5 would show a quarter cut. Refine it further by figuring the thickness of the cut and could even "stack" the cut thickness.

After setting the Z angle and the XY position to determine how the "ring" face of the "block" (i.e., XY-plane) of would appear the other other planes (XZ,YZ) would show the "grain" faces. Taking this approach would also ensure the matching of ring to grain at the corners of your textured object.

Then the next level of control would be Annual Ring Size, Annual Ring Variability, Degree of Ring Distortion, Depth of Cut (eg, 1.0 X and 1.0 Y = full cross section of concentric circular rings; or a 0.5 X and 0.5 Y = a quarter cut), and also Knot Frequency, Knot Size, Knot Variability, and finally color inputs for sapwood, heartwood, pith, etc.

Lastly, maybe some presets for wood types (White Pine, Oak, Mahogany, Cherry....)

The more procedural this can be the easier texturing will be.

True Gravel

Generates "stacked" irregular circles/ellipses that provide a gradient of depth to show "roundness" to/from the viewer.

Controls might include Variable Ellipse Aspects, Variable Size, Average Size, Variable Ellipse Orientation, Smooth--Rough Surface, three color inputs, Color Variability, Color Bias, Distance between top-level "stones".

--Esaeo 21:47, 10 July 2013 (CEST)

UV Texture/Image editor

Add 2D manipulator as in 3D view

So that the transformations of vertexs, edges or faces become easier specially when doing the transformation in an specific axis. It is "just" a simplification of the 3D manipulator or gizmo that is already implemented and working perfectly in the 3D view.

pablogil 22:11, 14 Novembre 2011 (GMT+1)

Texture Painting

Add some drawing features

blender uv/texture editor
» Shapes drawing
» Selection tools
» Flood filling
» Fill and stroke
ivano.arrighetta 13:41, 11 Novembre 2011 (GMT+1)

Procedural Textures

Geometric Fractal

"Geometric Fractal" texture type (in addition to clouds, wood, etc.) that overlays geometric shapes to get the final texture.

Parameters:
» 2D/3D: 2D does a simple projection of the shapes onto the surface (like MapZone), 3D uses 3D solids (like "Clouds")
» Base Shape: N-Gon, N-Gram, Ellipse, Custom Shape[loads a curve or NURBS object]
» Base Shape Irregularity: determines the randomness of the corner positions (0.0-1.0)
» Base Shape Stretch: determines the eccentricity of the shape
» Base Shape Rotation: determines the rotation in degrees of the base shape
» Base Shape Rotation Random: self-explanatory; as a decimal fraction
» Depth, Size, Nabla, Grayscale/Color, and Soft/Hard would behave exactly as they do in "Clouds"
AnthonyP- July 9, 2012

Noise Evolution / Phase

An "Evolution" or "Phase" option, present on any noise-based texture. It would have the same effect as animating "OffsetZ" on a flat plane, but keeps the texture in place on a 3d model while the texture is animating. AnthonyP- October 2, 2012