Look at the randomness of the width of the textures in this video:
A hexagon tile is available as part of bricktricks , the latest version with 2.8 support is available here .
[/shameless plug]
I see awesome, thanks!!
However wouldn’t it be possible to allow Blender to come with a few node goups by default or have this come already installed in Blender like the brick texture, it doesn’t need to show it is a node group but you could just make it seem like any other procedural texture.
The addon version does not show as a nodegroup anymore that was just the initial release, it just shows in your add shader menu like any of the buildin ones once you enable the addon.
@OmarEmaraDev Any hope for a Blur node? (for images/textures)
You should search the thread first: Improve Cycles/EEVEE For Procedural Content Creation
In terms of 4D noise (evolving noise), I don’t think we have discussed which nodes should be able to do this. My vote goes from the Noise node, and the Voronoi node. Both are staples and can be used to produce so many effects. I would kill to have those be 4D!
A seed value for the Random -> Info output would be nice to have.
Throwing it here… the algorithm that creates ocean movements in the Ocean modifier into a node to be used as shading displacement???
Wow… good catch!
It’s an awesome idea
Those will be the first ones to get 4D.
Not sure what the UI for this should be, perhaps white noise will fix this. I will get back to you this friday.
I will look into it.
On the topic of randomness provided by the Object Info node, a few things that came to mind in light of recent suggestions here.
Per mesh element randomness as suggested by @JuanGea would indeed be welcome if possible to implement, perhaps provided by the Geometry Info node instead.
Random seed value as suggested by @SimonStorl-Schulke would also be nice, if easy to add, here is a mockup of what it could look like.
Please excuse the crude mockups
Not sure if this is within scope, but one other nice addition to the random output of the Object Info node would be a “From Dupli” option, so randomness would be kept consistent across multiple object inside one instance of a collection.
- Left is original object
- Middle is the current Collection Instance behavior (notice undesirable color variations within same group)
- Right would be the desired outcome when “From Dupli” was ticked (notice consistent color within same collection instance).
I’ve seen your tweets, great work so far, keep it up
can you get this shipped by default with Blender ?
This will be included in master if the GSOC reaches good port and core devs review and accept it, but I think that’s the objective from the begining
I have to say that I am strongly against adding a seed value to the info node. It is confusing because it only affects a single output. I still don’t know what is the best way to fix this, so I will get back to you after I have given it more thought.
I don’t know this works yet, so I will look into it.
It might make sense to add a Random node, with seed and options to control what to randomize by. If you can randomize by e.g. object and hair curve, then I guess you want to be able to get a random value based on both or either individually, so those could make most sense as checkboxes. Being able to directly specify the range of random values would also be convenient in the same node I guess.
Good idea. Seems reasonable.
I second this, this has been missing in the Blender viewport for a long time.
I think Textures Nodes System will be back on development once Evrything Nodes starts to rise within Blender.