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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Dev%3ARef%2FRequests%2FTexture2.6</id>
	<title>Dev:Ref/Requests/Texture2.6 - 版の履歴</title>
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	<updated>2026-06-26T04:46:46Z</updated>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:Ref/Requests/Texture2.6&amp;diff=112535&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T19:50:00Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 19:50時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:Ref/Requests/Texture2.6&amp;diff=112534&amp;oldid=prev</id>
		<title>wiki&gt;Esaeo: /* True Gravel */</title>
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		<updated>2013-07-10T19:50:42Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;True Gravel&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Texture Node Types ==&lt;br /&gt;
&lt;br /&gt;
=== Real World Texture Nodes (Cycles) ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== True Wood (I need to refine this thought) ====&lt;br /&gt;
Imagine a log, and the texture node &amp;quot;TRUE WOOD&amp;quot; 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 &amp;amp; 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 &amp;quot;stack&amp;quot; the cut thickness.&lt;br /&gt;
&lt;br /&gt;
After setting the Z angle and the XY position to determine how the &amp;quot;ring&amp;quot; face of the &amp;quot;block&amp;quot; (i.e., XY-plane) of would appear the other other planes (XZ,YZ) would show the &amp;quot;grain&amp;quot; faces. Taking this approach would also ensure the matching of ring to grain at the corners of your textured object.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Lastly, maybe some presets for wood types (White Pine, Oak, Mahogany, Cherry....)&lt;br /&gt;
&lt;br /&gt;
The more procedural this can be the easier texturing will be.&lt;br /&gt;
&lt;br /&gt;
==== True Gravel ====&lt;br /&gt;
Generates &amp;quot;stacked&amp;quot; irregular circles/ellipses that provide a gradient of depth to show &amp;quot;roundness&amp;quot; to/from the viewer.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;stones&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
--[[User:Esaeo|Esaeo]] 21:47, 10 July 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== UV Texture/Image editor ==&lt;br /&gt;
&lt;br /&gt;
=== Add 2D manipulator as in 3D view ===&lt;br /&gt;
So that the transformations of vertexs, edges or faces become easier specially when doing the transformation in an specific axis.&lt;br /&gt;
It is &amp;quot;just&amp;quot; a simplification of the 3D manipulator or gizmo that is already implemented and working perfectly in the 3D view.&lt;br /&gt;
&lt;br /&gt;
[[User:pablogil|pablogil]] 22:11, 14 Novembre 2011 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
== Texture Painting ==&lt;br /&gt;
&lt;br /&gt;
=== Add some drawing features ===&lt;br /&gt;
blender uv/texture editor&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
» Shapes drawing&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
» Selection tools&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
» Flood filling&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
» Fill and stroke&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:ivano.arrighetta|ivano.arrighetta]] 13:41, 11 Novembre 2011 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
== Procedural Textures ==&lt;br /&gt;
&lt;br /&gt;
=== Geometric Fractal ===&lt;br /&gt;
&amp;quot;Geometric Fractal&amp;quot; texture type (in addition to clouds, wood, etc.) that overlays geometric shapes to get the final texture.&lt;br /&gt;
&lt;br /&gt;
Parameters: &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
» 2D/3D: 2D does a simple projection of the shapes onto the surface (like MapZone), 3D uses 3D solids (like &amp;quot;Clouds&amp;quot;)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
» Base Shape: N-Gon, N-Gram, Ellipse, Custom Shape[loads a curve or NURBS object]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
» Base Shape Irregularity: determines the randomness of the corner positions (0.0-1.0)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
» Base Shape Stretch: determines the eccentricity of the shape&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
» Base Shape Rotation: determines the rotation in degrees of the base shape&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
» Base Shape Rotation Random: self-explanatory; as a decimal fraction&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
» Depth, Size, Nabla, Grayscale/Color, and Soft/Hard would behave exactly as they do in &amp;quot;Clouds&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:AnthonyP|AnthonyP]]- July 9, 2012&lt;br /&gt;
&lt;br /&gt;
=== Noise Evolution / Phase ===&lt;br /&gt;
An &amp;quot;Evolution&amp;quot; or &amp;quot;Phase&amp;quot; option, present on any noise-based texture. It would have the same effect as animating &amp;quot;OffsetZ&amp;quot; on a flat plane, but keeps the texture in place on a 3d model while the texture is animating.&lt;br /&gt;
[[User:AnthonyP|AnthonyP]]- October 2, 2012&lt;/div&gt;</summary>
		<author><name>wiki&gt;Esaeo</name></author>
		
	</entry>
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