I tried to download them. Thank you for the useful features.
If the value 'mortar scale' of bricks to 0-0.2, it can get nice soil texture.
For tile and Hexagon, it can make the easy wire mesh If specify a transparent color to hex.
It also will useful for compose an abstractly background.
So, I think two things.
1.What is difference of Hexagon type 1.0 and 2.0? I didn't understand well.
2.When making wire mesh ,To get the result in background transparent,I have to make transparent image as external texture.
For user ,need feature that add transparent blank image into 'Primitive > Image...(internal)' command.
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tkbd
tkbd, thanks for try them and for create a more useful samples of their use.
(10-25-2015 02:18 AM)tkbd Wrote: [ -> ]If the value 'mortar scale' of bricks to 0-0.2, it can get nice soil texture.
yeah! Play with the parameters can open a lot of possible uses for a simple shader.
(10-25-2015 02:18 AM)tkbd Wrote: [ -> ]1.What is difference of Hexagon type 1.0 and 2.0? I didn't understand well.
In type 1.0 the frame is soft while in type 2.0 it's sharp:
It seems like it needs more work to get better look.
(10-25-2015 02:18 AM)tkbd Wrote: [ -> ]2.When making wire mesh ,To get the result in background transparent,I have to make transparent image as external texture.
For user ,need feature that add transparent blank image into 'Primitive > Image...(internal)' command.
It was my bad. The Alpha channel in the color dialog must be translated to "opacity".

The alpha channel can also be used to mix shaders layers.
I just updated all the files in order to use the Alpha channel of colors in the right way. I also included the missing parameter
Bright to
Camuflage (Dotted) as well as now the Alpha channel used is not only for the base colors, but for secondary color if applicable.
What I would like to fix in the
Create Texture dialog is to make it remember the latest settings used for a shader. This way we can refine the parameters values without have to enter all of than again.

Send a patch when you are done, fun stuff to include.
Also did you test a my normal plugin? It works ok´ish...
(10-26-2015 10:43 AM)dgud Wrote: [ -> ]Also did you test a my normal plugin? It works ok´ish...
The code is that one from the old forum. Isn't it? In this case yes - in the
other thread about
UVMaps issues and ideas.
From my github branch..
Usage
make model
uv-map
make copy
subdiv copy and modify
generate world normal map
Select lowres model and create texture:
Generate "real" Normal Map from world normal map
Anything useful, it kinda works?
micheus,I see. Certainly the type 2.0 has a border(Grid)!
Thanks to that, I was able to make a more easy-to-understand illustration.
The following image is so.
Type0: Default hexagon.
Type1: like a pineapple fruit or Corn (these are laid without a gap.)
Type2: like a solid honeycomb with border.
Type3: like a frame which beveled gradation.(or a spaceship's wall?)
Regard to Alpha channel.
It is useful to be able to synthesize Wings's ambient occlusion to the texture.
AutoUV create texture has two aspects.
* Applied shader effect to a texture.
* Generate a texture by shader mixing.
and,Layer-based shader mixing is simple and easy to learn.
It has great potential.
Cheer!
------------
tkbd
This is really cool! Really nice for quick and dirty texturing, can't wait to try it out

Two new ones added.
Available effects for Voronoi when using Invert and Squared.

All the shaders files were reviewed and the settings for dialog improved.
- Shaders that allow user to select a different effect now uses the menu control instead of a number;
- The parameter values were set in order to make the default settings result in a similar pattern size;
- Except for
Tile and
Brick, all
Scale parameters were renamed to
Frequency since it represents better the result produced;
- All shaders except
Tile and
Brick has their parameters consistent among the texture resolution. The result is the same independent of the generated image size.
tkbd, I picked the names you used to reference each Hexagon type.
