The Perfect Tile System - New Official Thread

OK, I have a few updates for everyone regarding the next update:

New Updates:

  • The Perfect Tile System can now tile in World Space! Tile it seamlessly across floors or ceilings and multiple objects. The system will retain it’s size regardless of the size of the object. World Space tiling is in Beta because the normal maps do not always provide accurate normals with the new tiling method. But overall it functions as expected, and to my surprise, even with Parallax Occlusion!
  • Colored Tile Maps no longer in Beta. You can now add a splash of color to all your TMs for infinite color variations!
  • Fixed a bug where Parallax Occlusion mapping caused local tiling to become disabled. Now you can control local texture tiling with Parallax Occlusion. This required a small change to the major UV pipeline of all texturing systems, but I’m happy to report that the solution is now ironclad. You can toggle between any feature in the system and none of the tiling textures will shift anywhere.
  • Fixed a bug where parallax/iterative mapping causes the displacement map to not tile appropriately throughout the system. Again, this was part of the major pipeline fix. It should now be perfectly stable.
  • Included a toggle for metallic shading (extra shader work to make metallic tiles appear to gleam). Costs/saves 3 instructions.
  • Included a toggle for cheaper gamma correction using a multiply node instead of power (2.0 instead of 2.2). Costs/saves 3 instructions.

Old (Unreleased) Updates:

  • Included the ability to take advantage of Roughness maps for full physically based rendering with the system. You can now use roughness maps as well as textures and normals to achieve a truly perfect result.
  • Dual Roughness now has a custom dual solution separate from the Tile Map: this way, the same colored tiles do not have to share the same roughness values.

There will be some more testing and improvements before the next update commences.