Creationtwentytwo Posted January 31, 2011 Share Posted January 31, 2011 Hey all, got a bit of a question. I'm working on a scene with a 'red-brick' style house, with flat roof tiles, like you'd see on an older English house, the small, overlapped slate tiles (in this case, they're actually clay). I decided to model the tiles since it was fairly quick and easy, but now I'm wondering how best to texture them. Is there a way I can create some sort of material (MSO maybe?), and have a few instances of the same rooftile material, each with slightly shifted hues? Then assign them at random to different tiles? There's probably 5000+ tiles so doing it by hand isn't a route I wanna go down particularly. Or any better ideas welcomed! Thanks Link to comment Share on other sites More sharing options...
BrianKitts Posted January 31, 2011 Share Posted January 31, 2011 soulburn scripts have a randomize material ID function, works well. You'd just create a MSO mat with a half dozen or however many you want slight shifts on the original materal, then rim the script on your tile instances http://www.neilblevins.com/soulburnscripts/soulburnscripts.htm Link to comment Share on other sites More sharing options...
Simon Moir Posted February 1, 2011 Share Posted February 1, 2011 As Brian said, and have a look at the "MaterialByElement" modifier to do it without a script. Or http://www.cg-source.com/multitexture.php Link to comment Share on other sites More sharing options...
Creationtwentytwo Posted February 1, 2011 Author Share Posted February 1, 2011 Thanks guys, exactly what I was looking for! Link to comment Share on other sites More sharing options...
Creationtwentytwo Posted February 1, 2011 Author Share Posted February 1, 2011 Actually, while we're on the subject, I've got another question regarding texturing. I come from a game art background and am pretty new to pre-rendered work, so I'm unaware of a lot of the techniques available. One thing I'm wondering is whether it's possible to create some kind of blend material with Max/Vray to break obvious tiling on large surfaces? For example, in the Unreal3 Engine, you can create a material with 2 tiling diffuse textures which are blended over each other using a tiling mask which is offset/repeated at a different value to the diffuse. Therefore reducing tiling over large meshes. Is there anything similar in VRay? Thanks Link to comment Share on other sites More sharing options...
Nic H Posted February 1, 2011 Share Posted February 1, 2011 vray blend material? Link to comment Share on other sites More sharing options...
Creationtwentytwo Posted February 1, 2011 Author Share Posted February 1, 2011 Awesome, thanks Nicnic. Guess I coulda probably figured that one out myself just by looking at the name! I had a play with it, am I right in thinking I just put my base diffuse into 'Base', then additional textures into one of the 'Coat' slots, then add my tiling mask into the 'Amount' slot? Seems to work out ok that way at least but would be good to know if I should be approaching it in a different way. Thanks again Link to comment Share on other sites More sharing options...
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