Originally posted by witch-dev
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Randomized tiling function, eliminate repeating patterns in your textures!
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Amartious replied
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yoyomadafaka repliedIts somehow possible make more input texture object T2d for example albedo/roughtness separate to 2 inputs albedo and roughtness?
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Vulkanic Anton repliedOriginally posted by aoshi11 View PostHi. 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.
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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aoshi11 repliedHi. 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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slavensb repliedOriginally posted by JamesEmory View PostWorking on making this triplanar for those hoping for a solution. Will post once progress is made.
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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Cenitros repliedOriginally 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.!
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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Cenitros 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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Odd Way repliedIs 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.
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M.O.A.dev repliedThis 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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Gampersnaz repliedOriginally posted by June Paik View PostSo 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.
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