procedural texturing with shared UV

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  08 August 2013
procedural texturing with shared UV

hello!

right to it, if i have a branch with multiple leaves that all share the same UV space, can i have procedural maps affecting each leaf individually?
i have created a layered shader that seperates the branch from the leaves, but every leaf gets exactly the same fractal pattern and i want that to be randomized across all leaves :/ my goal is to cut out small holes in each leaf by assigning this shader to the opacity slot in the main shader.

thanks!
 
  08 August 2013
Radomize your UV of each leaf around. Make sure your move it exactly to the next shell.

Example. Select UV of 1 of your leaf and use this mel command to move them 1 shell to the right.

polyEditUV -relative true -uValue 1 -vValue 0
 
  08 August 2013
Originally Posted by Panupat: Radomize your UV of each leaf around. Make sure your move it exactly to the next shell.

Example. Select UV of 1 of your leaf and use this mel command to move them 1 shell to the right.

polyEditUV -relative true -uValue 1 -vValue 0


aah so simple yet so easy to forget thank you
 
  08 August 2013
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