Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - jacobhelms

Pages: [1]
Thanks for your response GerryM.
This had occurred to me, but I kind of shrugged it off due to the fact that we're targeting 2048 and higher resolutions, and we'd likely be running this on 10+ input images at a time. In fairness, I haven't actually tried it out yet, but I don't imagine it'll be terribly speedy. I'll try it out, and if it works, I'll update.

I'd hate to put you on the spot, but is there a rough eta on that?

Is there a way to rearrange the pixels of a texture using something like a UV Coordinate map? I've tried a setup that uses multiple directional warp nodes, but that didn't work at all. Take a look at the attached image to see what I'm referring to.

I'm trying to arbitrarily rearrange sections of a map so that the output has a completely different distribution.

I'm thinking of using this technique for things like parquet floors, mosaics (with arbitrary shapes), rock walls, etc.. Using the Fx-map and it's quadrants wouldn't work on shapes like cobblestone, fishscale tile, or things of that nature (or at least, I couldn't get it to do what I want).

Essentially, I'd like to be able to feed n number of texture sets through this graph and get  rearranged pixels as the output.

Does this make any sense? I can try to clarify if you need me to.

I encountered some frustration when I tried to multiply the output of a color node by 2. I quickly discovered the "uniform color" node doesn't allow for HDR colors. I figured a simple workaround would be to instead divide by 0.5. To my dismay, I discovered that there is no divide blending node.
Is this something you guys might consider adding?

Pages: [1]