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does anybody know of a way to make a similar looking texture that scales from the centre outwards without having a seam (see picture)?

Vector Setup for my Voronoi Texture

What i want to avoid if possible

anything that produces a texture of some kind of cones that originate from the centre would work in my case.

any help or Ideas would be greatly appreciated

thanks in advance

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    $\begingroup$ Related : blender.stackexchange.com/a/102262/29586 $\endgroup$ Commented Dec 26, 2020 at 11:59
  • $\begingroup$ Hi! ... 'Some kind of cones' would pack a sphere, but wouldn't pack a cylinder. There would be gaps .. are those what you want? $\endgroup$
    – Robin Betts
    Commented Dec 26, 2020 at 12:26
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    $\begingroup$ @RobinBetts my goal is a physicaly accurate knot for a wood texture that i am making. what i search are "dots" (or branches) that get larger, the further they are from the centre, like a real tree does. $\endgroup$
    – Mofoni
    Commented Dec 26, 2020 at 12:46
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    $\begingroup$ Also see blender.stackexchange.com/a/119564/29586 for discussion around mapping radially without a seam. $\endgroup$ Commented Dec 27, 2020 at 0:19
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    $\begingroup$ @RichSedman this seems like what i searched for, thank you :) $\endgroup$
    – Mofoni
    Commented Dec 27, 2020 at 14:23

2 Answers 2

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Got it working now.

new node setup

did it like @RichSedman post instructed and changed some things, now it looks like this:

new texture

compared to the old one:

old

now i wont get my knots cut in half where the texture used to have a seam:

enter image description here

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  • $\begingroup$ The solution seems good, but I notice that where the coordinates join there is (Rightly) a "Stretch" distortion factor. Did you manage to get around that problem too? $\endgroup$
    – Noob Cat
    Commented Oct 24 at 12:40
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Similar to how to set musgrave to get something periodic?, you can map your texture radially around a cylinder using a material such as the following :

material and result

Here the coordinates are constructed based on the Radial coordinate (which varies between 0.0 and 1.0 for around the circumference) and the Z coordinate (for along the cylinder length).

The radial gradient (0.0 to 1.0) is multiplied by 2*pi and the X and Y coordinates generated using Sine and Cosine functions - such that the 0.0 to 1.0 gradient represents a full rotation, so that it matches up at the seam (ie, 0 degrees matches to 360 degrees around the circumference).

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  • $\begingroup$ This node configuration will produce the same seam problem the user is trying to solve. $\endgroup$
    – Noob Cat
    Commented Oct 24 at 12:37
  • $\begingroup$ @NoobCat Have you actually tried it? - or checked out the linked answer for wrapping a musgrave texture? The whole point of the radial and the sine and cosine is to take a cylindrical slice of the 3d texture. This results in no seam. Note that the 2xpi multiplier is absolutely critical for this. $\endgroup$ Commented Oct 25 at 20:50
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    $\begingroup$ I think there must be something wrong in your setup - I re-tested this last night without seams (even using a ‘noise’ texture to get more varied patterns). Can you provide an example? Perhaps raise a new question and link to it here. $\endgroup$ Commented Oct 26 at 11:59
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    $\begingroup$ Note that the other answer here is based on this one and actually uses the same node setup but with some additional ones to allow fine tuning of the scaling in each direction. $\endgroup$ Commented Oct 26 at 12:02
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    $\begingroup$ you are absolutely right, I tested it again, and it seems correct. I don't understand what the hell I configured previously, maybe an Add operation instead of Multiply! Damn me. By the way, your configuration works like a charm! I feel so stupid and I'm sorry for commenting thinking I was helping. Should I delete all the useless comments that have been produced here? They might confuse users. $\endgroup$
    – Noob Cat
    Commented Oct 26 at 12:23

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