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Old 06-17-2012, 02:24 PM   #31
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Hmm.. Dropbox folder didn't have 1.2 yet(((

Last edited by E2GO : 06-17-2012 at 02:26 PM.
 
Old 06-18-2012, 09:06 AM   #32
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it got deleted by a freindly mac user.
Many MAC users have the habit of just dragging things out of a folder, as apposed to copy pasting them.so far, all the file deletes boil down to this habit.

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Old 06-18-2012, 09:14 AM   #33
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Certainly my fault, sorry for that. I didn't know !
I send back the file inside the folder. Sorry Paul.
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Old 06-18-2012, 09:18 AM   #34
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no problem
 
Old 06-18-2012, 05:50 PM   #35
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been there - done that - know the feeling

I guess when Mac users see files in a remote folder - they automatically think drag drop is a copy.
 
Old 06-19-2012, 08:54 AM   #36
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Post updated to 1.3

changelist.

Version 1.3
simplified serial code.
new tiling tab.
Add Shader / Remove Shader for the multiple shader list.
if you use multiple shaders, one of these will be used in the brick cell.
Added bricking offset values.

Version 1.2
.Improved texture export proportions when using the export button.
.Added a reset buttom for perspective corrections.
.Added abutton to create a new material and continue tile extraction.
.Added U and V shift sliders to the correction tab , to give you more control over image correction.

Version 1.1
.Added a button to export an image from the shader (exports a tiff)
.UV Tool - the active point now has a differnt color to the others.
.Improved the horizontal and vertical distortion removal algorithm.


Version 1.0 (Release)
 
Old 06-19-2012, 12:15 PM   #37
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Thanks Paul, great update!

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Old 06-19-2012, 12:22 PM   #38
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great update thank you
 
Old 06-20-2012, 12:51 PM   #39
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v 1.3 video

ive uploaded a video showing the new tiling features in the random tile shader.

Please take a look here..

The video shows how I extract some simple tiles from a photo and later use them with the random tile shader to construct a tileable procedural surface shader,which won't look like its made of just a handful of tiles.It demonstrates how the shader can defeat the repetative nature of textures.

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Old 06-20-2012, 01:30 PM   #40
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This is looking great! There's one small thing that I miss: shifting of odd and even rows. Or is it there but you didn't show it in the video?
 
Old 06-20-2012, 01:54 PM   #41
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Quote:
Originally Posted by Arjo
This is looking great! There's one small thing that I miss: shifting of odd and even rows. Or is it there but you didn't show it in the video?


there is an alternate offset value. set to 50% every other row is offset half a tile (bricking)

I will add some further options though, plenty more scope here.if anyone has any request, just let me know. if its not too mental, I can add in.

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Paul Everett
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Last edited by tapaul : 06-20-2012 at 01:58 PM.
 
Old 06-20-2012, 03:16 PM   #42
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ok, I'm convinced!

I'll check it out. If I meet anything I think that could improve the shader, I'll let you know.

In my set up I created an option to set the amount of each tile used. But I guess this is less important, I must admit that I used this option only once. And in your shader it can be achieved by adding the same tile many times and the one that has to appear only now and then, just once.
 
Old 06-20-2012, 04:05 PM   #43
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Looks useful!
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Old 06-21-2012, 01:27 PM   #44
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new feaure

I added this today.

I hope you can all see where thats going.
This will be in version 1.4 or 1.5.

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Old 07-11-2012, 04:26 PM   #45
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updated to 1.5

The Tools4D texture remapping toolkit has been updated to version 1.5....

please go check it out and dont forget to buy it


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Paul Everett
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