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Randomized tiling function, eliminate repeating patterns in your textures!

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  • replied
    Originally posted by witch-dev View Post
    can you please do a video example? like putting it together and everything about it, please and thank you >_<

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  • replied
    i dont know where to put the nodes if i use a quixel material
    Last edited by poky; 10-27-2020, 03:07 PM.

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  • replied
    Its somehow possible make more input texture object T2d for example albedo/roughtness separate to 2 inputs albedo and roughtness?

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  • replied
    Originally posted by aoshi11 View Post
    Hi. Good day, I am happy to stumble upon this thread. I am currently finding a material for a tiling material. I stumbled upon EXTILE plus but I will buy it for next month. I want to have a temporary solution. I browsed and checked the files here. But my problem is I am using substance source for my materials. May I know how do I go about individual texture setup. You currently have a combined color-roughness and normalAOheight. Another user has a setup with color/albedo, normal and RHAO. However, I do not know how to setup individually the other textures since the nodes are too many and I am confused at this point in time where to insert a separate color, normal, rougness, AO and height. I hope somebody out there has managed to separate it and link with the appropriate nodes. Thank you so much.
    I suppose you'll need to modify this material little bit in order to make it work with different texture setup. RHAO texture name means Roughness is packed in Red channel, Height is in Green channel and Ambient Occlusion is in Blue. I personally used Albedo, Normal and SROH (Specular/Roughness/Occlusion/Height) as different textures. The key here is too look for ComponentMask (displayed as Mask) nodes and see which channel is used in each place of the material, then replacing a masked channel(s) with needed one(s).

    This is quite rough explanation but it's been quite a long time since I worked with this material... I hope this helps.

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  • replied
    Hi. Good day, I am happy to stumble upon this thread. I am currently finding a material for a tiling material. I stumbled upon EXTILE plus but I will buy it for next month. I want to have a temporary solution. I browsed and checked the files here. But my problem is I am using substance source for my materials. May I know how do I go about individual texture setup. You currently have a combined color-roughness and normalAOheight. Another user has a setup with color/albedo, normal and RHAO. However, I do not know how to setup individually the other textures since the nodes are too many and I am confused at this point in time where to insert a separate color, normal, rougness, AO and height. I hope somebody out there has managed to separate it and link with the appropriate nodes. Thank you so much.

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  • replied
    Originally posted by Vulkanic Anton View Post
    I also had a D3DCompile error, but i managed to fix it by replacing HLSL hash function with material nodes
    Bless you! I was just starting to track down why I was getting a D3DCompile error and this resolved it.

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  • replied
    thank u dude

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  • replied
    Originally posted by JamesEmory View Post
    Working on making this triplanar for those hoping for a solution. Will post once progress is made.
    Did you ever make any progress with this? I'm currently working on triplanar mapping using this (and using world space normals) and I'm very close but the normals are giving me problems. it seems the "side" material is being stretched in one axis.

    Material Editor Normals preview:
    https://i.imgur.com/eBEJeA0.png

    Material applied (Bottom right is correct):
    https://i.imgur.com/Zxc0Min.png

    Also, when I true the bool rotateTiles I get all kinds of nonsense:
    https://i.imgur.com/gkF5Q2y.png

    Huh..I'm missing something here..
    Last edited by slavensb; 04-30-2020, 06:57 AM.

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  • replied
    is this working with Triplanarity and voxels?

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  • replied
    Originally posted by Cenitros View Post
    @witch-dev Very thankful for this remarkable work. I have a little question though... Could you make a small tutorial of how you combined NormalAOandHeight in one texture. and same for albedoRoughness. Or just couple of words so that I could try my own or a source where I can learn.Thank you in advance.!
    I found how you did it with reverse engineering. Just for the other dummies on how you should setup your texture is

    For Normal Map = RG - Normal , B - AO, Alpha - Height. Do not forget to select BC7 (DX11, optional A) from texture setting.
    For Albedo = RGB - Albedo , Alpha - Roughness.

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  • replied
    @witch-dev Very thankful for this remarkable work. I have a little question though... Could you make a small tutorial of how you combined NormalAOandHeight in one texture. and same for albedoRoughness. Or just couple of words so that I could try my own or a source where I can learn.Thank you in advance.!
    Last edited by Cenitros; 04-22-2020, 12:37 PM.

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  • replied
    Is it possible to have the material also working on the z axis ? Because actually it's very good for flat landscape but i would like to also use it with meshes.

    Click image for larger version

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  • replied
    This looks really useful. It's a shame my UE material experience is ****. Thanks for sharing and am looking forward to being able to understand it one day.

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  • replied
    Pack height into B channel of normal and derive Z

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  • replied
    Originally posted by June Paik View Post
    So i created this material function which is getting Sin before appending vector and replaced calls to Hash in TileFunction (its 3 of them in total). Now i don't have the error.
    Holy moly. Thank you so much for this! This did the trick! I implemented this, and got my landscape mat to compile using RVT. Awesome stuff. Goodbye texture tiling

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