The Perfect Tile System - New Official Thread

Thank you! I have a development list on my blog, arranged from highest to lowest priority. Priority doesn’t mean it will get done sooner, just my perception of what is more important to what is least important. If something is easy to do and results in a decent amount of optimization, it may have a higher priority than something that is more optimized but difficult to manage. And a new feature that adds functionality that was previously impossible may have a higher priority than a new feature that just makes something easier.

High Priority

  1. Inclusion of Roughness maps for surface detail (requires full-scale integration with the tile distortion and parallax features).
  2. Switch between linear and sRGB assets (the dual color algorithm makes this very difficult).
  3. Tiling optimization using custom UVs for global scale.
  4. Toggle world-space coordinates (must also work with parallax and texture tile distortion).

Medium Priority

  1. Colored Tile Maps (easy to implement for linear color, difficult for sRGB).
  2. Optimum Map that combines TM, metal map, glass map, and scattering maps all in one texture. Parameter masked with RGBA values to eliminate the need for extra draw calls with heavy TM materials.
  3. Optimum Map 2 for displacement, roughness, and custom AO.
  4. Ability to toggle tiling with
  5. Special tiling for bricks and panel flooring to convert pixel TMs into more complex TMs, uses instructions but saves texture space and time in bitmap editor (parallax makes this difficult).

**Low Priority
**

  1. Detail texturing (requires another pipeline to be added. Not too difficult, just time consuming).
  2. Tile randomizer (must also be compatible with texture tile distortion).
  3. Simple gamma corrector to save instructions on colors (but will result in less accurate colors).

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