hextile-demo
demonstrates hex-tiling (by mmikk)
procedural-stochastic-texturing
Modified Shader Graph package implementing Procedural Stochastic Texturing (by UnityLabs)
hextile-demo | procedural-stochastic-texturing | |
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6 | 3 | |
927 | 535 | |
- | 1.5% | |
0.0 | 0.0 | |
over 1 year ago | almost 5 years ago | |
C++ | C# | |
MIT License | - |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
hextile-demo
Posts with mentions or reviews of hextile-demo.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-12-01.
- How to solve repeating textures?
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It took me 6 years to realize you just rotate the uvs and the problem is gone.
There's a related interesting technique to use rotated hex-tiling of repeating textures to avoid this type of repeating patterns described here: https://github.com/mmikk/hextile-demo
- Practical Real-Time Hex Tiling
procedural-stochastic-texturing
Posts with mentions or reviews of procedural-stochastic-texturing.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-12-01.
- How to solve repeating textures?
-
Are there any examples of this kind of "stochastic" texture splatting for threejs, that avoids obvious repetitions and provides nice, natural terrain textures with transitions?
stochastic info: https://medium.com/@jasonbooth_86226/stochastic-texturing-3c2e58d76a14 https://forum.unity.com/threads/procedural-stochastic-texturing-prototype.628522/ https://github.com/UnityLabs/procedural-stochastic-texturing https://stackoverflow.com/questions/24319825/texture-tiling-with-continuous-random-offset https://iquilezles.org/articles/texturerepetition/
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(almost) Eliminated tiling with shader graph. Rotates the texture based on its cell location with a random value. Oh, its also triplanar (the x and z still need to be piped in though)
For something similar, you may want to check this out, it’s basically state-of-the-art https://github.com/UnityLabs/procedural-stochastic-texturing
What are some alternatives?
When comparing hextile-demo and procedural-stochastic-texturing you can also consider the following projects:
MarkovJunior - Probabilistic language based on pattern matching and constraint propagation, 153 examples
BiplanarMapping - Biplanar mapping shader for Unity
GPU-Planetary-Rendering - GPU atmosphertic scattering and planet generation in Unity 3D
threejs-sandbox - Set of experiments and extensions to THREE.js.
procedural-planet - a 3D procedural Planet in THREEJS and WebGl