New Plugin?
Philemo_Carrara
Posts: 1,175
I've ported this code to Carrara : http://www.martinpalko.com/triplanar-mapping/
Anybody interested?
Edit
OSX 64 bits version is here
Windows 64 bits version is here
Post edited by Philemo_Carrara on
Comments
Oh yes, the problem with trees and branches is a big one for me, especially in closeups, so post work is always needed.
But I am a novice on plugins... will have to wait for the wiser-ones on here to comment! Cheers, Silene
At first look, it seems really useful. For example, I thought this was great for seams more generally than just for trees.
"Trees: Tree trunks and branches can be a pain to UV, and their seams are often very noticeable. Use a triplanar shader on them to eliminate seams completely."
But I will have to ask more questions and do some more careful reading. For example, I am not sure that I really understand the whole UV part of the application, because they say they are using the global UV as a proxy for something. Does that make the result scene specific? Could the result be saved to the Carrara browser and be used in another scene without further adjustment? Can the Baker plugin be used to create a new texture map for further editing?
In any case, thanks for your continued interest in potential plugins. I think I am interested,but it depends as indicated above.
Silene and I were typing at the same time. Interesting that we both were drawn to the issue of seams on trees.
I'd kill for that in DS iray decal nodes.
I'll make some tests on trees.
I'm using the object local coordinates because I had the same doubts.
Yes to both.
.
Very cool Phil!
I can read that we don't need UV Mapping wich is my main problem in Carrara.
Hope to try it soon and thanks!
will it work with Inagoni Baker?
if so I want!!!
It works, but only if the model is UVed, as Baker is UV based.
oh cool, I like getting seamless textures on my badly UV mapped models using proceedurals and this could prove another easier way to achieve the same thing because not all UV mapping is good UV mapping that can use nice premade textures.
Same for me. I cannot UV map anything remotely complex. That's the main reason I used that code.
Next plugin project, if I can make it work in Carrara will be on the same subject : http://www.riken.jp/brict/Yoshizawa/Research/Param.html
I'm still trying to understand the mapping type where each face gets assigned to a seemingly random area in the map (per face tile?). I don't believe Carrara offers this as an option, but maybe I'm wrong here.
I do understand that the face is projected by its normal, however, this seems completely incompatible with any other projection method.
I read through the docs for Ultimate Unwrap and it appears to be possible to change that to another projection, but I am not clear how that is done. Is it possible to convert a map like this for use in an application that does not support it?
EDIT: I guess I skipped over the part with how this was relevant to the topic. These "per face tiles" (if that's even the standard name for a map of this type) can be produced by a 3d scanning or a 3d photogrammetry application. The resulting map is essentially seamless because of how the scanning averages out the texture; however, its basically non-human readable when there are millions of faces, like confetti or white noise.
Could triplanar-mapping be converted from this "per face tile" type of map ... there does not seem to be a way to to easily do it with another mapping type because the each face produces a separate small map contained with the overall texture map with normals that don't correspond to a standard mapping type.
Not sure if this makes any sense?
So... how would this be implemented in Carrara, as a top-level shader enhancement, like the other mapping methods?
certainly looks good, thanks again Philemo :) great that you are improving Carrara - really appreaciate it !
+1
The Windows 64 bits version of the plugin can be downloaded here. Copy the 3 files from the zip file to the "Extensions" directory of Carrara 8.
A short demo:
I'll try to have the OSX version for next week.
WOW! Very promising!
I guess one can use it in the displacement channel too...
Thanks, MERCI!
Work perfectly!
One thing only: if the shape of the meshe is modified, the bump Chanel must be re-initialized to remove the artefacts (back to “None” then re-select “Triplanar").
I don't know what about a morph target.
Very useful Plugin, thank you again!
So jealous.
+1!!!
Philemo... You So Totally ROCK!!!
Wait a minute... this is finished for Windows. Are you tellig me this is a Free plugin?
Free or not free... this thing looks fantastic! You've just answered my earlier question with this amazing video tutorial. Been working outdoors (heavy stone season again) all day, and now I have to go play drums - so I didn't get a chance to try it yet... which is a real shame! I probably shouldn't have come here yet - now I'll be trying to play my drums, but thinking about all of the cool ways I'll be able to experiment with Triplanar projections!
Something funny about this whole thing.
If one would go back through some of the UV Mapping threads around here, some folks might notice that this (automated process via shader) is very similar to how I approach mapping UVs! I look at the faces and project the nearest planar mapping to them, then I correct by hand-manipulating the edges furthest from an acturate planar projection first, then working my way through.
This is really awesome. Especially for projects where we just want to build a quick model, shade it and move on!
Bravo!
And Thank You!
Hey,this looks interesting. Have to wait until monday before I can try it.
Why does all this funny things always happen in the weekends..
Great work
Hey thanks Philemo, works a charm, :) :) !!!!!
This is an organic shape from 'organic' in the modelling room!
cheers! Carrara is lucky to have you.
I've been wanting something like this for years! thank you VERY MUCH!
Unfortunately I just started 3d modeling in university, so of course now I am learning Maya. First I am struggling with using the ALT key to move the view, and discovering how lazy I became about using both hands. I'm kind of sad because I slowly got a huge library of extensions and textures in Carrara over the years, and I am going to miss all the stuff, especially Inagoni and Fenric's.
Bravo !
J'attends avec impatience la version Mac ;-)
@Dartanbeck , Yes it's free as in "Free beer" As i said, I've ported the code of a Unity shader by Martin Palko, and it wouldn't do to sell someone's else code.
@Jamy C'est quasiment là. J'ai eu un petit plantage dont je voudrais identifier la cause, mais c'est tout. Je publie probablement demain.
@head wax Nice picture, thank you for posting
@Jimbow Do you think there is a market for an Iray shader doing that? Forget what I just said about not selling someone's else code :-)
A soft blend cubic projection? I want it.
Wow! Thanks so much for this @Philemo. I've been playing with the triplanar projection in Substance Painter lately and was just thinking about how much I'd love to have it in Carrara, and along you come with this!
I've had a look into MDL specification. It doesn't look very different from Unity shader language. Mind you, as I'm not a studio user, it might be commercial.
make the blighters pay I say so you can do more Carrara goodies for us