I need to recreate this glass/glazed #9 tile. I have tried almost everything. but I'm not nailing it. Other than manually placing 100's of tiles, do you have any ideas? It needs to cover a large area. I might just render out white glazed tile and cut/past glass tiles in post. A large bitmap would be awesome!
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Glass tile
Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090 X2
- Windows 11 Pro
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I tried multitexture, but the scale was so small; the glass didn't look correct. I'll look into the Bercontile part.Last edited by glorybound; 29-11-2013, 05:32 PM.Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090 X2
- Windows 11 Pro
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I had a look, and I do own crossmap and wall&tile, but it does exactly what multitexture is doing. I created a wall using the multifloor generator, and I am using a multitexture. Everything looks good, except for the random glass tiles.Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090 X2
- Windows 11 Pro
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use bercon tile
set it to stretcher
set your size of your tile (this looks like about 20mmX20mm or 25mm errrr about 1 inch by 1 inch?) sorry dont have calc handy and tired- its 03:14 AM here
ok set edge width and height (the grouting) to maybe 5mm
soften (none)
round radius 0
round corners unticked
color1 stick in multitexture. In multitexture select your 2 different tiles (the clear one and the opague one) if you have 2 or 3 variations of each it works even better
then in multitexture set it to bercontile
go one level up so you back in bercontile
enable tile mapping and set it to UV fit
set random rotate to 90
tick random flip x and y
stick on mapscaler on your object or UV with realworld scale
doneKind Regards,
Morne
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I will try it, thx
Originally posted by Morne View Postuse bercon tile
set it to stretcher
set your size of your tile (this looks like about 20mmX20mm or 25mm errrr about 1 inch by 1 inch?) sorry dont have calc handy and tired- its 03:14 AM here
ok set edge width and height (the grouting) to maybe 5mm
soften (none)
round radius 0
round corners unticked
color1 stick in multitexture. In multitexture select your 2 different tiles (the clear one and the opague one) if you have 2 or 3 variations of each it works even better
then in multitexture set it to bercontile
go one level up so you back in bercontile
enable tile mapping and set it to UV fit
set random rotate to 90
tick random flip x and y
stick on mapscaler on your object or UV with realworld scale
doneBobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090 X2
- Windows 11 Pro
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I am trying your method now. Do you drop the same map in a displacement modifier?Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090 X2
- Windows 11 Pro
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I personally would just use floor generator script to generate the tiles (can also add some minor tilt/rotation per tile too) and then use the material by element modifier to alternate between different materials on the tiles at random.Check out my (rarely updated) blog @ http://macviz.blogspot.co.uk/
www.robertslimbrick.com
Cache nothing. Brute force everything.
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