Practical Real-Time Hex Tiling
github.com
github.com
I assume it works a lot less well on more isotropic textures (e.g. what does wood grain look like?) than on the examples presented here.
What do pathological cases look like?
https://hal.inria.fr/hal-01824773/file/HPN2018.pdf https://www.jcgt.org/published/0008/04/02/paper.pdf
And are they splatting a random hexagonal sample from a repeating tiled plane, or are they splatting the exact same image, but arbitrarily rotated? That is, are they using the fact that the image tiles cleanly or does this technique completely obviate the need to use a tiled image?
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?
See: https://iquilezles.org/articles/texture repetition/ for a good breakdown on some techniques.
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/picture...
It does waste performance, that's unavoidable.
Do they still work for Unity?