unity 程序纹理_Unity中的程序随机纹理

unity 程序纹理

Have you ever tried using tileable textures to cover large surfaces or add fine-scale detail to your meshes? If so, you’re probably familiar with the visible repetition pattern that quickly emerges with higher tiling values. At Unity Labs, we have developed a new texturing technique that avoids this issue, Procedural Stochastic Texturing.

您是否尝试过使用可平铺的纹理覆盖大表面或向网格添加精细比例的细节? 如果是这样,您可能会熟悉可见的重复模式,该模式会随着较高的平铺值而Swift出现。 在Unity Labs,我们开发了一种避免这种问题的新纹理化技术,即过程随机纹理化。

Tileable textures are a useful tool to add detail to your 3D scenes. However, whenever you want to texture large areas or achieve highly detailed surfaces using tileable textures and detail maps, tiling patterns become visible. This effect is illustrated on the left-hand side of the following picture. Typically, reducing repetition patterns requires bigger textures or hiding the visible repetition with additional objects. In this blog post, we provide a plugin that solves this problem for textures with stochastic appearances, such as rust, moss, bark, etc. Its impact is shown on the right-hand side of the following picture.

花木纹理是将细节添加到3D场景的有用工具。 但是,每当您要使用可平铺的纹理和局部贴图对大面积进行纹理化或获得高度精细的表面时,平铺模式都将变得可见。 下图的左侧说明了这种效果。 通常,减少重复图案需要较大的纹理或使用其他对象隐藏可见的重复。 在此博客文章中,我们提供了一个插件,该插件可解决具有随机外观的纹理(例如锈,苔藓,树皮等)的此问题。其影响显示在下图的右侧。

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