how to randomize tile
daveso
Posts: 6,452
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
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?
Comments
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
There's this:
https://www.daz3d.com/stackem-up
https://www.daz3d.com/auto-paver
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.
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.
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...
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).
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 )
ah ..... yes. thanks for links.
cool; as i have plans for these.
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.
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
Thank you!