Re:Practical Real-Time Hex Tiling
by jayd16 on Monday July 18, 2022 @01:07PM
(#32140618)
You 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?
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Re:Practical Real-Time Hex Tiling
by carbadtraingood on Monday July 18, 2022 @01:13PM
(#32140692)
In 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 repetition/ for a good breakdown on some techniques.
Re:Practical Real-Time Hex Tiling
by adamrezich on Monday July 18, 2022 @05:06PM
(#32143713)
the URL should have been https://iquilezles.org/articles/texturerepetition but this is indeed a great resource