how to randomize tile

davesodaveso Posts: 6,452
edited October 2018 in The Commons

I applied this stone tile to a cube .. note how it is not random but all the same. is there a way to randomize the tiling effect? 

 

wall-1.png
1280 x 1280 - 4M
Post edited by Chohole on

Comments

  • FSMCDesignsFSMCDesigns Posts: 12,594

    Other than use another tile or edit this one in photoshop or gimp to be more uniform, less random looking, no. This is the biggest problem when tiling textures

  • SylvanSylvan Posts: 2,684
    edited October 2018
    Post edited by Sylvan on
  • In Iray you might be able to slightly disguise te effect by overlaying a secng map, for grunge or the like, in Diffuse Overlay and using the Image Editor dialogue to give it a different repeat - but you'd probably need to regularise the map itself a bit first even then.

  • I've had some success in wrapping the tiled surface with a geometry shell, putting a grunge layer on the shell (with a different size tile) and then setting it to a lowish opacity. The combined effect still repeats eventually, but the effect is much less marked.

    I'll try to post an example if I find time.

  • nonesuch00nonesuch00 Posts: 17,929

    You can download & install nVidea's vMaterials & check to see if they have any tiling stones & such. The other way is procedurally and for that maybe Will Timmon's WTP3 procedural shaders on shareCG.com has tiles & such included.

  • Oso3DOso3D Posts: 14,890

    This is a big reason I made procedural shaders.

    https://www.daz3d.com/oso-shader-pack-1-for-iray for fairly regular brick/stone

    https://www.daz3d.com/oso-master-shader1-for-iray for more irregular/rocky sort of stuff.

     

    I have some other ideas in the fields growing...

     

  • Sven DullahSven Dullah Posts: 7,621

    In Iray you might be able to slightly disguise te effect by overlaying a secng map, for grunge or the like, in Diffuse Overlay and using the Image Editor dialogue to give it a different repeat - but you'd probably need to regularise the map itself a bit first even then.

    You can now do that in 3DL to with aweSurface;)

  • In Iray you might be able to slightly disguise te effect by overlaying a secng map, for grunge or the like, in Diffuse Overlay and using the Image Editor dialogue to give it a different repeat - but you'd probably need to regularise the map itself a bit first even then.

    You can now do that in 3DL to with aweSurface;)

    Yes, or there's a tiling shader which givs separate controls for each map (I can't recall if any of the other layered shaders allow independent tiling - I think so).

  • Oso3DOso3D Posts: 14,890

    DimensionTheory's Shades of Life 3dl shader series uses two different displacement maps/scales for something like this.

    (such as https://www.daz3d.com/shades-of-life-urban-construct )

     

  • davesodaveso Posts: 6,452
    Oso3D said:

    This is a big reason I made procedural shaders.

    https://www.daz3d.com/oso-shader-pack-1-for-iray for fairly regular brick/stone

    https://www.daz3d.com/oso-master-shader1-for-iray for more irregular/rocky sort of stuff.

     

    I have some other ideas in the fields growing...

     

    ah ..... yes. thanks for links. 

  • nicsttnicstt Posts: 11,714
    Oso3D said:

    This is a big reason I made procedural shaders.

    https://www.daz3d.com/oso-shader-pack-1-for-iray for fairly regular brick/stone

    https://www.daz3d.com/oso-master-shader1-for-iray for more irregular/rocky sort of stuff.

     

    I have some other ideas in the fields growing...

     

    cool; as i have plans for these.

  • E-ArkhamE-Arkham Posts: 733

    Seems like a common problem.  I, too, made a shader to handle this kind of thing, but I opted for tiled textures underneath layers of masks... I use it in all my terrain sets.  At the time I wasn't sure I should because it took like 15 hours to get it working the way I wanted, but it was so worth it.

  • SylvanSylvan Posts: 2,684
    Oso3D said:

    This is a big reason I made procedural shaders.

    https://www.daz3d.com/oso-shader-pack-1-for-iray for fairly regular brick/stone

    https://www.daz3d.com/oso-master-shader1-for-iray for more irregular/rocky sort of stuff.

     

    I have some other ideas in the fields growin

    Oh! these look very handy. I somehow missed these and they definitely deserve attention! And the fact that they are merchant resources make 'm even more noteworthy :O

  • Oso3DOso3D Posts: 14,890

    Thank you!

     

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