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Topics - jacobhelms

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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.
Thanks.

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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?

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