Wings 3D Development Forum
AutoUV shaders [updated: 05/13/2020] - Printable Version

+- Wings 3D Development Forum (https://www.wings3d.com/forum)
+-- Forum: Wings 3D (https://www.wings3d.com/forum/forumdisplay.php?fid=1)
+--- Forum: Interface & Usage (https://www.wings3d.com/forum/forumdisplay.php?fid=3)
+--- Thread: AutoUV shaders [updated: 05/13/2020] (/showthread.php?tid=1433)

Pages: 1 2 3 4 5 6


AutoUV shaders [updated: 05/13/2020] - micheus - 10-22-2015

I was playing with shaders these days and come with these ones. In case someone want to get one you can find them here. (* they are already included in v2.*)

I adapted them from some I found at http://glslsandbox.com
They are in pairs: ?.fs and wpc_?.auv
and they must to be put into plugins/autouv folder (somewhere like c:\Program Files\wings3d_1.5.4\lib\wings-1.5.4\plugins\autouv)

Brick
[Image: brick.png]

Diagonal Stripes
[Image: diag-strip.png]

Tile
[Image: tile.png]

Camouflage
[Image: camuflagen1.png]
[Image: camuflagen2.png]
[Image: camuflagen3.png]

Hexagon
[Image: hexagon1.png]
[Image: hexagon2a.png]
[Image: hexagon2b.png]
[Image: hexagon4.png]

Voronoi
[Image: voronoi1.png]
[Image: voronoi2.png]
[Image: voronoi3.png]
[Image: voronoi4.png]


RE: AutoUV shaders - tkbd - 10-25-2015

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.Biggrin
[Image: th_mortar_dart_zpsrh1y4yx5.png]

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.

[Image: th_autouv_shader_zpsae6y46px.png]


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.

--------
tkbd


RE: AutoUV shaders - micheus - 10-25-2015

tkbd, thanks for try them and for create a more useful samples of their use. Smile

(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. Smile

(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:
[Image: shader-hexagon-1-2.png]

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".

[Image: shader-hexagon-3.png]
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. Huh


RE: AutoUV shaders - dgud - 10-26-2015

Send a patch when you are done, fun stuff to include.

Also did you test a my normal plugin? It works ok´ish...


RE: AutoUV shaders - micheus - 10-26-2015

(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.


RE: AutoUV shaders - dgud - 10-26-2015

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?


RE: AutoUV shaders - tkbd - 10-27-2015

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.
[Image: th_autouv_shader_hexagon_zpsknmw2zob.png]

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


RE: AutoUV shaders - Nova - 10-27-2015

This is really cool! Really nice for quick and dirty texturing, can't wait to try it out Smile


RE: AutoUV shaders - micheus - 10-28-2015

Two new ones added. Wink

Available effects for Voronoi when using Invert and Squared.
[Image: voronoi-shader-options.png]


RE: AutoUV shaders [updated: 10/29/2015] - micheus - 10-29-2015

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. Smile