Hi Everyone, might be having a slow day at work here but I'm trying to improve some of the materials for a project and for some reason it's not working for me, so if anyone can point out the obvious mistakes I'm doing i would be very grateful!
I would like to generate some Barrel type tiles (terracotta) for roofs - Now I came across this smart script over at "DigitalXmodels.com", which almost works perfectly for me, although it isn't stable enough for my needs so I was de-constructing it into components I could use, the script uses one small black and white displacement image to make the "barrel" effect, now the clever bit I found was it used a simple "tile" material to randomise the colour for each tile, they had it set up in a way that the tiles perfectly overlapped the displacement map PERFECTLY, so the colour difference was bang on and not over lapping onto another tile.
Now the thing that is important is that it is all set to World Units, this is one of the reasons I couldn't use the script as I need to apply ONLY UVW's with global units ticked, scale needs to be accurate! plus there is some slight stretching/pushing of the tiles in the script so there not all the same size....
The problem I'm having is trying to get the tiles world scale and the displacement map aligned in such a way it looks like the script (currently the tile colours overlap), if anyone can put some light on the situation that would be amazing or any other ways to create a similar effect without high mesh models.
Here are some renders of the script and my attempt.
Cheers
I would like to generate some Barrel type tiles (terracotta) for roofs - Now I came across this smart script over at "DigitalXmodels.com", which almost works perfectly for me, although it isn't stable enough for my needs so I was de-constructing it into components I could use, the script uses one small black and white displacement image to make the "barrel" effect, now the clever bit I found was it used a simple "tile" material to randomise the colour for each tile, they had it set up in a way that the tiles perfectly overlapped the displacement map PERFECTLY, so the colour difference was bang on and not over lapping onto another tile.
Now the thing that is important is that it is all set to World Units, this is one of the reasons I couldn't use the script as I need to apply ONLY UVW's with global units ticked, scale needs to be accurate! plus there is some slight stretching/pushing of the tiles in the script so there not all the same size....
The problem I'm having is trying to get the tiles world scale and the displacement map aligned in such a way it looks like the script (currently the tile colours overlap), if anyone can put some light on the situation that would be amazing or any other ways to create a similar effect without high mesh models.
Here are some renders of the script and my attempt.
Cheers
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