Hi,
I'm currently working on a large public swimmingpool and the design requires floortiling that goes from dark grey to light grey within a gradient-esque principle. See image (https://s-media-cache-ak0.pinimg.com...6a679ce504.jpg).
I generally work with floorgenerator and use random mat. id to create a diverse spread of tiles within a colour range (for example dark grey). With a swimmingpool the floor is an important aspect so I prefer having it as geometry and the scale (50+ meters) means I can minimise tiling by combining the geometry with random mat. id and a multimaterial.
However, besides manually dividing the geometry up to get the gradient effect I'm at a loss how I can otherwise do this. Preferably I would like to add something like a gradient ramp in the random mat id modifyer so that the mat id's can be clustered along a gradient. For example id1-4 at white, id4-8 at grey and id8-12 at black.
Anybody have a tips or can point me in the right direction? Thanks!
Dean
I'm currently working on a large public swimmingpool and the design requires floortiling that goes from dark grey to light grey within a gradient-esque principle. See image (https://s-media-cache-ak0.pinimg.com...6a679ce504.jpg).
I generally work with floorgenerator and use random mat. id to create a diverse spread of tiles within a colour range (for example dark grey). With a swimmingpool the floor is an important aspect so I prefer having it as geometry and the scale (50+ meters) means I can minimise tiling by combining the geometry with random mat. id and a multimaterial.
However, besides manually dividing the geometry up to get the gradient effect I'm at a loss how I can otherwise do this. Preferably I would like to add something like a gradient ramp in the random mat id modifyer so that the mat id's can be clustered along a gradient. For example id1-4 at white, id4-8 at grey and id8-12 at black.
Anybody have a tips or can point me in the right direction? Thanks!
Dean
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