The Perfect Tile System - New Official Thread

Hi Martin Bean! Unfortunately, the system tiles by texture coordinates, so if you want to use the system on two assets adjacent to each other, the tile map values will not seamlessly tile across multiple assets. You can see this happening more clearly when viewing the bricks in the example map: the texture, normal map, and masks tile perfectly together because the texture tiles exactly twice across, , but the tile map (the map beneath which generates the large variation) does not. You can disable the tile map and still make use of the color adjustment, tiling adjustment, and parallax settings (among many others), but you’d be missing a key feature of the system. Simple UV sheets and BSPs work great for this system, and you can use the material on modular assets (say, an LED sign with light-up panels for lettering), but they won’t just tile seamlessly next to each other.

It is possible to get this system to work the way you described: instead of using texture coordinates, I can tile everything using world coordinates. It will be like planar mapping the material that works cleanly over multiple meshes. This has been one of my greatest wish-list features for the last few months. The only thing slowing me down is thinking how advanced features like parallax occlusion and texture tile distortion, which currently use texture coordinates to calculate all that stuff, would work in a world-space system. Worst case scenario, they’d be marked as incompatible. I’ll have to experiment with this and get back in touch with you. In the meantime, expect to use the material on a single surface. It works splendidly that way :slight_smile: