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Can someone give me some ideas or pictures,thanksenter image description here

Jaqen
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1 Answers1

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If you mean a procedural texture, here goes...

This tree is based on 2 node-groups:

A 'Hexagonal Grid', as discussed here:

enter image description here

Which produces a hexagonal grid of cells, each with their own UV coordinates, on the left, below:

enter image description here

And a 'Distance to Hexagon' group:

enter image description here

which takes the maximum of the shading-point's local X and its projection onto a diagonal edge, all reflected in X and Y. When put through a threshold, it produces the edges in the middle image, above. If you use the whole set-up twice, once offset by sqrt(3)/3 in Y, then you get the cube-illusion on the right.

For the hatching, the same cell-UV coordinates are used to place a Gradient > Radial texture in each cell of one of the overlapping hex grids, and it is stepped off into thirds with a Snap node, into sections valued 0, 1/3, and 2/3. (Left, below).

enter image description here

The values in those regions can be used to rotate a thresholded Wave > Bands texture, to produce the directional hatching (middle, above), and combined with the outlines to give the result (above right):

The whole tree is a bit big to show conveniently, sorry:

enter image description here

The result:

enter image description here

Robin Betts
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    You've just earned the node drawer badge – lemon Oct 23 '20 at 14:02
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    @lemon I used to emerge from my Comp. GFX. course at Uni. into a lobby, where a Matisse cut-out was hanging. After hours of brain-ache and bugs on fantastic kit, for the time, I would note what Matisse had achieved with a pair of scissors. (On his final sick-bed, what's more), And I'd think to myself: 'hang on a minute!.. something's wrong, here'...I still do. – Robin Betts Oct 23 '20 at 14:18
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    Pretty cool result, there is something Escher-like about it, not sure if it is the rough edges. Anyway, great answer. – Duarte Farrajota Ramos Oct 23 '20 at 15:45
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    I love the result - it's spot on to the reference image. Really well done. I love the way you're using the same Wave texture and rotating it for each region. What's the Combine XYZ node doing? Is that left over from a previous attempt? – Rich Sedman Oct 23 '20 at 16:57
  • @RichSedman Spotted! Trust you to be absolutely right! Yes it's left over from when I needed a vector somewhere, and snuk through as a value :) I'll edit, and get rid of that expensive trig. mapping earlier the branch, too. Replace with a mod. I'm sure this tree could be optimised further. – Robin Betts Oct 23 '20 at 17:31