#World position material random tiling

1 messages · Page 1 of 1 (latest)

quiet bramble
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Hi everyone, i am trying to create a world position material that uses these tiles to create random patterns throughout the whole scenery, the idea is to use 3 different types of material, which will be tiled flooring, and to randomize this RGB pattern so in every place of the scene the position of the RGB tiles is completely different and combining this with the textures to be able to have a unique tiling material in each place. I have come to this following the steps of Ben cloward, but know i am lost here.
I dont know how to randomize this tiling texture and to be able to make it random each one of this tiles when the texture tiles on the scenery.

Does anyone know how to do this or any video that explains it ti be able to do it?

Thank you in advance to everyone.

hollow tendon
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I'm not fully sure to understand what you want to do, so I'll try to rephrase it :
You want to have a floor tiles material that appears to be fully random in the world. Am I right ?
Right now you have this repeating RGB grid pattern.
What do you mean by every place of the scene the position of the RGB tiles is completely different and combining this with the textures
Usually combining color and textures leads to tinted texture, but I think that's not what you want ?

Maybe you want that from a texture containing multiple similar tiles (like an atlas) they get placed randomly in the world ? (or on the material's UVs)

quiet bramble
# hollow tendon I'm not fully sure to understand what you want to do, so I'll try to rephrase it...

Sorry if I am not explaining well, I'll try to rephrase it.
I am trying to make a randomized tiled floor that uses three different tile textures that I have, one fine, other one broken and the last even more broken
I want to make something similar to what a vertex paint is, but fully automated.
I want a floor tile material that is fully random in the world yes, I have this RGB grid pattern, with it I want to extract 3 different IDs, one of each color so I can assign a texture in each color.
This way I will be able to have a world texture in which the 3 different textures will be placed randomly

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something like this, obtaning a floor material fully random in the world so i can put an specific texture in each of this colors. I dont know if i am explaning myself english is not my first language and i dont fully understand unity yet so i dont know if i am using the correct expresions or terminology haha

hollow tendon
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So, I came up with this :

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It uses a "tile atlas" texture like this

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And it gives this :

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Tiles places randomly aligned on the world grid, with also random rotation.

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I hope that I understood correctly what you wanted ^^

quiet bramble
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woah, Remy you are the best, i am amazed i was going nuts trying to understand how to do it i wish i had the understanding to be able to do this by myself

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Is there a way to modify this and use more tiles? like this for example, if i want to add more tiles to the atlas, what do i have to modify to do it? in grid of course like 4,9,16...

hollow tendon
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Yes, this happens in the "flipbook" node and it's inputs.
Define the number of tiles on X and Y of you texture, and change the value that is multiplied by the noise for the index to : index = noise * (number of tiles + 1)

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Note that in the shadergraph samples (I think the ui shaders samples) there is a "random" subgraph that takes a 2D vector as input and outputs a random 2D value, which could better replace the two noise nodes that I used, and this with a single node.

quiet bramble
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would it be possible to make like a blend between the tiles? like a blur, so the cuts are not so hard?