Itoo Software Forum
RailClone => RailClone Pro (*) => Topic started by: MN4869 on November 22, 2013, 11:20:30 PM
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This would be a good option under the UV mapping options. And would be a simpler way to randomise tillable textures across segments. So instead of having multiple varitions of a textures, you would add more varation by randomising the mapping of the texture to your segments.
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I think it could be done, although we must do some tests before. Added to the wishlist.
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If it helps - one problem is see is that for some stupid reason the offset in the UVW xform modifier is tied to the system units.
So if you xref from mm to a m scene I will be screwed up.
But I think as long as you're aware of this the benefits outweigh negatives.
I think this could be a good solution in FPP too I get variation without altering material IDs and so you can avoid those workarounds that you helped me with.
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There are certain restrictions to apply this technique with Forest, because all instances share the same UVW mapping (really it's part of the mesh).
In RailClone, we already modify (in some way) the UVW mapping from the geometry shader (Segment->Deform->Mapping), so this functionality it's more feasible to implement.
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In forest you would create multiple leaf variations in one bitmap each one utilizing say a quarter of 1,1 uv space. You could have an option as to the range that itoo would randomise.
Or do you mean that the UVW offset would be applied globally in FPP?
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The UVW mapping in a generic tree may change completely, depending how it was created, besides multiple mappings may exist (trunk, leaves and others), so there is not an easy way to modify it.
Instead, in RailClone we know exactly how is the mapping, because we generate it with Segment->Mapping. In this way is possible to create variations.
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Ok sorry, I guess I don't understand how it all works under the hood.
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I agree, I am using FP2 for the first time, I have a 2S array pavement and the map is tiling. It would be great to have random UV offset and rotation per slab . :)
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Meanwhile, remember that you can create multiple materials (each one with its own UV mapping) and randomize them with the "Material" operator.