Random-angle Glass Tile Material?

Hi everyone-
I’m working on a project where I need a very particular material, and I’m at a loss of how to create it.


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Effectively, it’s a set of glass tiles, with an extremely thin grout line in between. The complexity comes from each tile facing a slightly different randomized angle, so that you don’t get a simple direct reflection.

Any help would be tremendously appreciated!

The angle, or direction that the tile face is facing is referred to as the normal. There’s a number of randomizing nodes in the material editor that could be connected to the normals of the tiles somehow. The ability to iterate over every tile efficiently in the material workup is going to be a challenge, I think. It seems it would require making every tile a separate mesh (probably cube meshes modified to be really thin). However, there’s another way of approaching it which I think involves UV tiling. It’s basically scaling the texture UVs of one material on a large wall mesh so it’s then composed of the multitude of tiles. In the material workup, the texcoord node controlling the UV scaling would be connected somewhere in the path to the Normal node, and having a node in between those to modify the normal of each tile by rotating its angle slightly (or changing the value of the normal vector). It sounds difficult, to say the least.

Perfect use case for Substance Designer.