Procedural Texture Generator

More work on the procedural texture generator, this time I added functionality for nodes to act as “passthrough” nodes, where instead of rendering to a texture, they pass their code onto the next node, so that a whole branch can be generated at once. While this can help with rendering times, a far bigger advantage is that nodes (like the Tiles node) can provide their own seed for the input branch. Passthrough nodes are denoted by a blue border, or can be forced on by selecting them and checking the “Passthrough” checkbox in their preview.

Loading/saving to external files is there now too, ‘blend’ outputs a (broken) mask as ‘output 2’, and various nodes have added parameters.

DirtRocks

In this render, all the stones are unique. Disable passthrough on the PerlinNoise nodes to see without. The comparison below shows the difference.

Try out this release by visiting http://weesals.com/Releases/HTML/Surface/R4/ and load in the above surface from http://weesals.com/Releases/HTML/Surface/R4/Dirt%20Rocks.json

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