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Random tile material


daniohayon
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I'm trying to create a wood floor using tile and wood maps. The result looks like a large map that is cut with the tile pattern.(The angled map is more clear to understand)

 

Is there a way to make the tile pick a random wood map for every tile? This way I can set different settings for few mats and get a realistic floor.

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I'd say you need to stick with an image based material. Procedural materials like these tend to not look so good. You can use procedural noise to break up the repetitiveness of an image based material...but that procedural wood is pretty weak.

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This may be a little different from what you thinking but it´s a way to achieve the effect you want (wich I don´t think it can be done inside the tile material).

 

- First you´ll need the planks individually modeled (you can do this by applying cuts to the floor´s poly.

 

- Then you should apply a "MaterialbyElement" modifier. Select "random distribution" according to the number of typical planks textures you have.

 

- You will need to have the vertices breaked to separate the mesh into different elements.

 

- Finally, create a multi-sub material with some typical planks and apply it on the mesh.

 

This will fix randomness issue but you will still need to find a way to have the tiled pattern done (can be done modeled or with a blend/maks on top of that maybe).

 

 

+

Bruno Borne

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Thanks guys,

 

Rick - The tiling does not work, it's just making it more condensed

 

gfa2 - Maps work good if the wood is not very detailed, but if I want any actual wood patters it gets repetitive like a wall paper.

 

bborne - Pretty close. Actually the "MaterialbyElement" map has a random distribution w/ the number of materials, but too much work.

 

I saw once in a tutorial that a gradient map (solid) can be used as a switch between maps, thought I could use it to random tiles...

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I saw once in a tutorial that a gradient map (solid) can be used as a switch between maps, thought I could use it to random tiles...

 

perfectly true!

u can use your tiles map as a mask (using "holes") and so mixing 2 images instead of 1. alittle work too but not all in max is easy.

actually almost nothing is...:)

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you're right.. didnt think of that. i answered from a thoretical point of view not experience.

 

like rick said theres 'wood workshop' (although i never managed to get something i like) and theres also 'texture shaker' which i didnt try yet but looks quite promising.

 

good luck "ahi"...

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or mix two different procedural maps... use a tile-map in the mix slot, with HIGH variance settings (i.e.6-20)nisus

 

This will be the same as just using a tile map in the traditional way. The second material in the mix will be used for the grout...and you end up with one map that is tiled and has the variance setting as the attempt to camouflage the repetition.

 

Bricks 'n tiles - From the first glace it looks like this one works only with bricks mat, is it?

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