I’m trying to create a procedural floor tile, but I’m not usually very good at materials, so I wanted to get some feedback. In particular the bevel doesn’t seem to be working quite as well as I’d like. I used AI to guide me this far, but it seemed to stuggle a bit. Any advice would be great, thanks!
I have to go into work but I will try and reply later.
This kind of thing has always been an ‘interesting problem’ in that you can do so much with it. How much do you want this thing to do? How procedural is procedural; do you want to totally generate all the elements from math, or do you plan to use textures or other assets in the shader?
For example: using a texture-atlas you can use one texture to store multiple tile-images and then use different chunks/tiles scattered random ways such that a single shader/texture combo can create, large, varied and non-repeating patterns. You could do the same with some decorative elements like grime, mold, etc.. to scatter over the surface, then add something else like wetness effects, raindrops or whatever.
I would suggest you lean on at least a few texture-assets. With this kind of orderly-repeating type problem (vs organic stuff like dirt/landscapes), one might be able to use relatively-few/low-cost (they don’t need to be super-high-res).