Pxlink: TUT Material data
Obsidian: [[TUT]] [[16-02-01-Rendering]] [[08-01-01-Material]] [[18-01-01-Color]] [[14-01-01-Procedural]] [[11-01-01-Math]]
Pxlink: Obsidian:
Dark circle on node input mean this input is primary.
Bit depth
L8 - 8 bit > grayscale (256 colors) > base color default color, albedo, ambient occlusion
L16 - 16 bit/channel (65000 colors/channle) > normal export
L16F - 16 bit/channel > but floating point for heightmaps
L32 - 32 bit/channel > (ta sama co 16 tylko powyzej i poniżej 0 mozna matme) , {not better but additional functionality} (assumed to be raw (linear space) by most rendering soft)
Mixing
Mixing colors:
Inconsistant amount of value
- multiple - will darken image (not linear)
- screen - will brighten image (non linear)
- overlay - screen&multiple (non linear)
- Add/Sub - (linear !)
- max min - blending h maps - linear
- soft light - use with color blending
Inne:
- random to ABSOLUTE - nba kazdym nodzie nie bedzie niespodianek
- WEIGHTED AVARAGE = tak average of each input and divide by nr of input … we should weigh of intensity of each input ()
Nodes plugins
BW Color variation
- value variation - jakie valu ma variacja
- hue variation - base on original ccolor how much to offset original color smaple count - 2 colors variation - more ++
Nodes
make tile photo -
pixel processor !
Base:
Blend - basic node
Transform 2d - limited to ^2
Height Blend - with height mask output !!!!
Channels:
Gradient - Gray to color
Curve -
Split RGBA / Merge - floats > vector > float
Filter
Histogram scan- SelectQuantize- StepsHighpass- (leave only detail)Curve- Broad rangeEdge detectBlurs
Blur hqNon uniform blur Grayscale- just blur with angle and tex ampWarp / Organic
Warp- Move direction of gradient. From black to white.Directional Warp- In one direction in: mask how much will transfrer in const direction (use when need to break noise for tiles, bend shapes)Vector Warp-Multi dir warp grayscale- w kilku kierunkach sterowanie tylko amp- wrapy zostawiaja za soba trailsy
Non- uniform dir wrap- adv mozna sterować kątem maskąVector wrap- flowSlope Blur/Slope Blur Grayscale- (‘input’, ‘gradient with blur dir’) like warp slide in direction of gradient descent. Chained warps- min: cutoff
- max: add
- Shadow ?
Tilers:
Tile Sampler- new - more control - use with texture noise maskTile Generator- - less controlSplatter- simpler in use than Tile GeneratorTile Random- random constraint to keep random on string.
Flood fill system:
Fill flood-
Flood Fill to grayscale- Input noise to select random islands.
Shape Splatter system:
Shape Mapper/Shape Splatter- system of advanced scattering . Is using bcg heigth.
Noise
VoronoiiVoronoii fractal- 3d more detiaal vars-
trailangle grid
perlin noise zoom-fract sum base- dots
Scan processing
Splines
Non destructive shape creation, scatter elements on. Plieline steps: 1)Creation, 2) Assembly, 3) Modify , 4) Render
Creation spline circle cubic and poly quadratic
Mask to path>path to spline>scatter on splineSpline Bridge- skin
Assembly You can ‘chain’ splines nodes one after another or use nodes:
Append(group)ConnectMergeSelect
Modify
- Warp, Render You need to render spline to convert
Spline Render
…
preview pathspath select
Python
https://sighack.com/post/getting-creative-with-perlin-noise-fields https://flafla2.github.io/2014/08/09/perlinnoise.html

https://youtu.be/WNwtc-OeGQ0
https://youtu.be/YmTN8K5-7Oc
https://youtu.be/YmTN8K5-7Oc
https://youtu.be/NzSkMVYzP18