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> Using hex-tiling allows us to hide the repetition but requires a solution to hide the seams between adjacent hex tiles. I don't understand this part. If I us
by billconan 4y ago
> Using hex-tiling allows us to hide the repetition but requires a solution to hide the seams between adjacent hex tiles.
I don't understand this part. If I use square tiles and hide the seams between adjacent tiles, will it look OK? What's the benefit of using hex tiles?
- pugworthy 4y agoYou don't get the typical visual repetition of features along X/Y lines
- jayd16 4y agoYou could use world position (or just some non-uniform sampling) to offset the UVs and get a similar effect, no? Is hex significant or is it just one of any number of ways to break up the uniformity?
- carbadtraingood 4y agoIn practice, yes, it's very common to use a shader to sample the texture with some rotation and noise. Most games have a shader level implementation to address this, and we've done that for a decade at least. See: https://iquilezles.org/articles/texture https://iquilezles.org/articles/texture repetition/ for a good breakdown on some techniques.
- adamrezich 4y agothe URL should have been https://iquilezles.org/articles/texturerepetition https://iquilezles.org/articles/texturerepetition but this is indeed a great resource
- rootlocus 4y ago> If I use square tiles and hide the seams between adjacent tiles, will it look OK? Square tiling is very obvious, as you can see from the first example [0]. Hex tiling shifts tiles to a less obvious pattern. Also, as I can see from the video, tiles can be rotated while hiding the seams perfectly, which eliminates repetition altogether. 0. https://github.com/mmikk/mmikk.github.io/blob/master/pictures/hex_demo/colorhextiling.png https://github.com/mmikk/mmikk.github.io/blob/master/picture...
- BeeOnRope 4y agoIs that first example comparing squaring filing with the same _fixed_ rotation for each tile versus hex-tiling with random or otherwise varying rotation?