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>> No.974986 [View]
File: 477 KB, 3602x1018, tile repeat.jpg [View same] [iqdb] [saucenao] [google]
974986

>>974976
>is there a way to make it cleanly loop?
I have a node group that I made a few years ago that does it. I've got no memory of how it works under the hood mathwise though.
Here's a catbox link with a .blend of the nodegroup.
https://files.catbox.moe/i60nz5.blend

Just toss it after your mapping node, and before your texture.
Tile count controls whereabouts the texture is repeated
XYZ are the controls to animate it. As the labels say, they loop at the tile count. So once the value matches the number of the tile count, it loops. So for example, if you set the tile count to "2", every interval of 2 would be a repeat/loop (2,4,6,8,10...).
If you were to animate the X axis for example (tile count at 2), you'd set a keyframe with a value of zero on your start frame, and another keyframe with a value of 2 (or some interval of 2) on your end frame.

Lastly, a little looping tip, is to set up your start and end frames (let's say frame 100-200), and then render out one frame less. So instead of rendering frames 100-200, you'd render 100-199. This will make the loop perfectly seamless, since if you did 100-200, the start and end frames would be the exact same. So you'd have 2 duplicate frames in the anim that causes a little hitch. Chopping off a frame at the start or end fixes that.

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