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The best Approach to covering large areas with tiled bitmaps?


yourfather
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Hello all.

 

Does anyone know how to get a bitmap texture to tile without tiled edges or obvious repetition?

 

Is it common to use bitmap tiling on something like a 30'x60' floor?

 

My partner and I constantly have bitmap tiling issues.

 

Any tips would be very much appreciated.

 

Best,

 

Robert.

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arroway has a great collection of tiles, other way is using some tile plug in that will randomize single or few textures to avoid obvious repetition.

Now when client is picky about the texture or type of tile I usually create my own in Photoshop, cloning rotating mirroring, whatever works to create a big 2000 pix or 3000 pix to avoid repetitions.

If the ground is ambiguous such concrete you can mix the same texture with Noise maps in 3dMax to create color variances.

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Hey,

 

Thank you.

 

Just to be clear, I would want to tile a bitmap images on a continuous flat surface. With no "floor tiles". When I mentioned tiles, that was in regards to tiling the bitmap texture to fill a large space.

 

Just to be clear.

 

So I think I should use your suggestion of making a super huge photoshop texture. Are there any tips on how to make the texture the right size? For instance, if my floor is 30'X60' should the texture be that size as well?

 

Sorry, I know it's a lame question, I just have to ask.

 

Thanks a million.

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well in reality there is no way to make a texture 30'x60' :p that's a lot of pixels

But yes you could make a 3000 pixels texture that cover your whole mesh without tiling, now this in most cases is not optimal because it uses a lot of memory, but in some cases is need it, 4K or more is not strange in Movie productions but, resources are bigger there too.

What I recommend is make one image big enough so its tile(repeat) the less possible, then load it in to a noise shader, there you have 2 options one black other white, load that texture in white and copy in to the black slot, then rotate one of them let say 90 degrees, then adjust the noise shader to produce enough contrast (well defined black and white areas) and adjust the size of the blobs, this way you are creating a mask where it show one textured mixed randomly with the other rotated at 90 degrees, this reduces the visual repetition.

This way I work with my asphalts or concrete, stucco or similar textures that are not precisely aligned, you could add several noise or cellular instances to add more variety to your texture.

is this clear a mud?

maybe I need an image to explain hum :/

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