Hi Everyone,
I would like to understand how procedural textures are handled within ProRender, as I don’t really get it why I’m having visible tiling issues.
If I correctly understand, first any procedural shader has to be backed by ProRender based on the texture tile size you are defined. Following that logic, if I would like to cover let’s say a 1mx5m surface with no visible tiling and nice randomness, I would need to specify this texture size in the same ratio 1:5 and let’s say I would give 1024x5120 size. So following this logic the next tile seamlessly should happen after the 5th m, so if this is increased to 1mx10m I should have a smooth seamless tiling. Unfortunately I don’t get any seamless tiling, and I actually getting the same result as the OpenGL preview in the 3D views (Surface>Tile.Triangles 3 for instance).
Seems like the Noise shader works, but I cannot tell but with Seema patterns you could see the issue again.
Also the point of procedural textures, is to have a unrecognizable pattern, and random variations in it.
How does Redshift do for instance with procedural textures compared to C4D?
Is it itself the technology or the ProRender implementation is limited in C4D?
Do I setup something wrong, or non of the procedural surface shaders are not fully compatible with ProRender.
I love creating my own procedural textures, as well as I got now the hang of ProRender too and I’m hoping I don’t have to bake out textures to use it.
Any advise or tips is appreciated.
Mishi