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tools:random_image_mapper [2019/02/26 17:34] – [Placement (tab)] lightwolftools:random_image_mapper [2019/12/02 09:53] (current) – [Projection] lightwolf
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-====== Random Image Mapper (preliminary) ======+====== Random Image Mapper ======
  
 <WRAP info> <WRAP info>
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 The node places one image within a 0..1 range of UV values, similar to UDIM tiles.  The node places one image within a 0..1 range of UV values, similar to UDIM tiles. 
  
-<WRAP important>This node requires a projection node to be connected to the projection input.</WRAP> 
-{{ :tools:randomimagemapper_gui.png?nolink|}} 
  
  
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 The node places one image within a 0..1 range of UV values, similar to UDIM tiles. Normally, it also only checks for images within the current tile to see if it has to be placed and rendered or not. The node places one image within a 0..1 range of UV values, similar to UDIM tiles. Normally, it also only checks for images within the current tile to see if it has to be placed and rendered or not.
 Overlap extends the "search" area. If you notice images being cut off, increase this value. Overlap extends the "search" area. If you notice images being cut off, increase this value.
-<WRAP important>Higher values will lead to much longer rendering times. Anything above a value of 5 or so will be extremely slow.</WRAP>+<WRAP important>Higher values will lead to much longer rendering times. Anything above a value of 5 or so will be extremely slow. \\ Basically: If images are cut off at their border, increase this value. Otherwise: Don't. ;) 
 +</WRAP>
  
 === Reference Width (Pixels) === === Reference Width (Pixels) ===
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 === Create New Seed === === Create New Seed ===
 This doesn't do anything at the moment. Eventually it will replace the *Random Seed* with a new random number. This doesn't do anything at the moment. Eventually it will replace the *Random Seed* with a new random number.
 +=== Noise Frequency ===
 +The randomness of the placement of the images as well as their rotation, scale, etc. is based on a noise function. This setting changes the scale of that noise.
 +Larger values make it more chaotic, smaller values less so, which will lead to images next to each other using more similar settings.
 === Probability === === Probability ===
 The probability a bitmap will show up.     The probability a bitmap will show up.    
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 == Max == == Max ==
 This is the maximum transparency value if **Randomize** is enabled. The random transparency will be in the range from **Base** to this value. This is the maximum transparency value if **Randomize** is enabled. The random transparency will be in the range from **Base** to this value.
 +
 +===== Node Connections =====
 +==== Inputs ====
 +
 +==== Projection ====
 +Connect a Projection node to define the texture projection used for the node. If it's not connected, the default UV Map will be used if has been defined.
 +
 +
 +The other inputs correspond to the controls with the same name. Please remember that the inputs change the values per (surface) spot that is evaluated.
 +==== Outputs ====
 +
 +=== Colour ===
 +
 +This is the final composite of the random images over the background colour.
 +
 +=== RGB ===
 +
 +This is just the colour of the random images. If no image is visible at a spot, it will be black.
 +
 +=== Luma ===
 +
 +This is the luminosity of the **RGB** output.
 +
 +=== Alpha ===
 +
 +The transparency of the random images, taking their respective alpha channels into account.
 +
 +=== Bump ===
 +
 +A bump map computed from the luminosity of the images.
 +
 +=== Tile Value ===
 +
 +This is a random value between black and white (0 .. 1.0) for each tile, taking the alpha channel of the mapped images into account.
  
  
tools/random_image_mapper.1551198843.txt.gz · Last modified: 2019/02/26 17:34 by lightwolf