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Tiling textures.

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Ignacio de La Cierva

  • Posts: 165
  • Joined: Tue Apr 26, 2016 12:20 pm

Tiling textures.

PostFri May 05, 2017 8:02 pm

I have an "infinite" 3D plane and a nice high-res tileable paper texture image.

Can't find the way to make it tile, you know, repetitions of the paper image along the infinite surface.

Using a UWMap tool in planar mode I can align, scale and place one instance of my image, but there's no option there to activate repetitions.

Any clue on this?

PS: It's the second "entry level" question I post today. Am I missing any documentation? I have the "User Manual" and the "Tool Manual" pdf files. None of them gives no example of the real use of tools. The only examples I find is from youtube tutorials. Where do you guys got documentation for learning?
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Sander de Regt

  • Posts: 4136
  • Joined: Thu Nov 13, 2014 10:09 pm

Re: Tiling textures.

PostFri May 05, 2017 9:39 pm

You're definitely not missing any documentation, but you may need some more skills to find what you need in the documentation.

For example I didn't know the answer to your question either, but I found it in the manual within 5 minutes of searching.

First I looked at the UVW map tool, but it didn't work like I expected it to (probably just like you) when I adjust the tiling option. Then I noticed this in the manual:

Tile U/V/W
Defines how often a texture fits into the projected UV space on the according axis. Note that the
UVW coordinates are transformed, not a texture. Works best when used in conjunction with the
Create Texture tool.


So I looked and found the Texture 2D too and this does what you need it.
Replace the text/bg/merge in the following with your paper texture and you're good to go

Code: Select all
{
   Tools = ordered() {
      Text1 = TextPlus {
         Inputs = {
            GlobalOut = Input { Value = 100, },
            Width = Input { Value = 1920, },
            Height = Input { Value = 1080, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
            Font = Input { Value = "Open Sans", },
            StyledText = Input { Value = "Top of the frame\nVery detailed text\nVery detailed text\nVery detailed text\nVery detailed text\nVery detailed text\nVery detailed text\nVery detailed text\nBottom of the frame", },
            Style = Input { Value = "Bold", },
            ManualFontKerningPlacement = Input {
               Value = StyledText {
                  Array = {
                  },
                  Value = ""
               },
            },
            SelectElement = Input { Value = 2, },
            Select = Input { Value = 2, },
            ShadingGradient1 = Input {
               Value = Gradient {
                  Colors = {
                     [0] = { 0, 0, 0, 1 },
                     [1] = { 1, 1, 1, 1 }
                  }
               },
            },
            Enabled2 = Input { Value = 1, },
            Enabled3 = Input { Value = 1, },
            ShadingGradient2 = Input {
               Value = Gradient {
                  Colors = {
                     [0] = { 0, 0, 0, 1 },
                     [1] = { 1, 1, 1, 1 }
                  }
               },
            },
            ShadingGradient3 = Input {
               Value = Gradient {
                  Colors = {
                     [0] = { 0, 0, 0, 1 },
                     [1] = { 1, 1, 1, 1 }
                  }
               },
            },
         },
         ViewInfo = OperatorInfo { Pos = { 125, -76 } },
      },
      Merge1 = Merge {
         Inputs = {
            Background = Input {
               SourceOp = "Background1",
               Source = "Output",
            },
            Foreground = Input {
               SourceOp = "Text1",
               Source = "Output",
            },
            PerformDepthMerge = Input { Value = 0, },
         },
         ViewInfo = OperatorInfo { Pos = { 239, -32 } },
      },
      Background1 = Background {
         Inputs = {
            GlobalOut = Input { Value = 100, },
            Width = Input { Value = 1920, },
            Height = Input { Value = 1080, },
            ["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
            Type = Input { Value = FuID { "Corner" }, },
            TopLeftRed = Input { Value = 0.912918823529412, },
            TopLeftGreen = Input { Value = 1, },
            TopRightRed = Input { Value = 1, },
            TopRightGreen = Input { Value = 0.0717411493417998, },
            BottomLeftRed = Input { Value = 1, },
            BottomLeftGreen = Input { Value = 1, },
            BottomLeftBlue = Input { Value = 1, },
            BottomRightGreen = Input { Value = 1, },
            BottomRightBlue = Input { Value = 0.225094440145558, },
            Gradient = Input {
               Value = Gradient {
                  Colors = {
                     [0] = { 0, 0, 0, 1 },
                     [1] = { 1, 1, 1, 1 }
                  }
               },
            },
         },
         ViewInfo = OperatorInfo { Pos = { 129, -32 } },
      },
      Texture2D1 = Texture2DOperator {
         CtrlWZoom = false,
         Inputs = {
            Input = Input {
               SourceOp = "Merge1",
               Source = "Output",
            },
            UOffset = Input { Value = 0.1502146, },
            UScale = Input { Value = 0.1, },
            VScale = Input { Value = 0.1, },
            WrapMode = Input { Value = FuID { "Wrap" }, },
            MaterialID = Input { Value = 3, },
         },
         ViewInfo = OperatorInfo { Pos = { 375, -70 } },
      },
      ImagePlane3D1 = ImagePlane3D {
         Inputs = {
            ["Transform3DOp.Rotate.X"] = Input { Value = -90, },
            ["Transform3DOp.Scale.X"] = Input { Value = 100, },
            ["SurfacePlaneInputs.SubdivisionWidth"] = Input { Value = 500, },
            ["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 1, },
            MaterialInput = Input {
               SourceOp = "Texture2D1",
               Source = "MaterialOutput",
            },
            ["MtlStdInputs.MaterialID"] = Input { Value = 1, },
         },
         ViewInfo = OperatorInfo { Pos = { 521, -35 } },
      },
      Merge3D1 = Merge3D {
         Inputs = {
            ["Transform3DOp.Translate.Y"] = Input { Value = 0.530222615937796, },
            SceneInput1 = Input {
               SourceOp = "ImagePlane3D1",
               Source = "Output",
            },
            SceneInput2 = Input {
               SourceOp = "Camera3D1",
               Source = "Output",
            },
         },
         ViewInfo = OperatorInfo { Pos = { 593, 42 } },
      },
      Camera3D1 = Camera3D {
         Inputs = {
            ["Transform3DOp.Translate.X"] = Input { Value = 0.00853455449065334, },
            ["Transform3DOp.Translate.Y"] = Input { Value = 5.90945588577285, },
            ["Transform3DOp.Translate.Z"] = Input { Value = 19.0270130316791, },
            ["Transform3DOp.Rotate.X"] = Input { Value = -21.8112676, },
            ["Transform3DOp.Rotate.Y"] = Input { Value = -2.8, },
            AoV = Input { Value = 19.2642683071402, },
            ["Stereo.Mode"] = Input { Value = FuID { "OffAxis" }, },
            FilmGate = Input { Value = FuID { "BMD_URSA_4K_16x9" }, },
            ApertureW = Input { Value = 0.831496062992126, },
            ApertureH = Input { Value = 0.467716535433071, },
            ["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 2, },
            ["MtlStdInputs.MaterialID"] = Input { Value = 2, },
         },
         ViewInfo = OperatorInfo { Pos = { 302, 78 } },
      }
   }
}
Sander de Regt

ShadowMaker SdR
The Netherlands
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Ignacio de La Cierva

  • Posts: 165
  • Joined: Tue Apr 26, 2016 12:20 pm

Re: Tiling textures.

PostFri May 05, 2017 10:34 pm

¡Texture2D! I missed that tool.

Thank you Sander.

PS: I did read that paragraph, but didn't find any "Create Texture" tool. Then you say "I looked and found the Texture 2D". Aah, that's the point... you had an idea about what to look for.

Anyway, the fact is I'm still breaking ice with Fusion's material-mapping-shading system. I'm finding it quite anti-intuitive for a 3DMax user. I actually need to spend a few sessions tweaking on this to migrate my proceedings from max to Fusion.
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Sander de Regt

  • Posts: 4136
  • Joined: Thu Nov 13, 2014 10:09 pm

Re: Tiling textures.

PostFri May 05, 2017 10:40 pm

Glad it worked. And I didn't have an idea what to look for. I just went through the menu and added all tools that appeared to have something to do with texturing/mapping based on their names.
Trial and error, that's my motto! :lol:
Sander de Regt

ShadowMaker SdR
The Netherlands

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