Yes, but your method is simpler just because you’ve used only base colour textures ;]
This is ridiculously good! Glad you added it!
Nice, I had similar ideas as well ![]()
Don’t you think that these specific case (spline like objects, paths etc.) is easier (and with more control?) achieved with pattern?
Randomizer can still work on it and you have better, more precise control over the tiles.
Pattern is an option of course. I would argue if it’s easier though. With the tiles map you can adjust everything procedurally - tiles pattern, gap width, gravel type. The pattern lets you do more for sure, but if you want to change anything, you need to modify pattern source by hand, which can take significant amount of time. I would say both methods have their pros and cons and it’s nice to have to chose from :]
Great idea by the way :).
Yes and no
Tilemap gives more control over specifically tiles, but if you have a custom, say hexagon shaped or Voronoi like pattern (e.g. broken pieces), pattern modifier will be advantageous.
But I couldn’t agree more - the best part is having 2 things to pick from, or even combine.
Love that bokeh! New DOF highlight solver?
Yes of course, there are many things that tiles map can’t do and the pattern is very nice alternative. One of those things is inability to set tile index order manually. Random tiles are nice, but very often you want to have certain pattern. I think this would greatly increase range of use cases for tiles map. Below are few simple examples of what would be possible to achieve and i’m hoping this could be quite easily implemented before final release.
Good suggestions! +1 from me…
To avoid potential disappointment, I can say that we are too close to release to add more functionality at this point. Do keep posting suggestions for features, but do be aware that these won’t show up in Corona 11 when you post, but for future development. Thanks!
Feature request: increasing/decreasing gap thickness does change total number of tiles per area which sometimes is desirable outcome, but there are situations when you want to keep constant tiles number and would prefer that gap thickness would eat into tiles width and height instead. I would love if we could have a checkbox that let you choose between these two behaviours.
Isn’t this a bit too constrained? It’s 2-3 weeks since the map is available for testing and it’s already too close to release date to consider feedback. Why not make it the best Tile map there is and release at a later point?
Because then people will be waiting 6 months, when there is something already usable that they could have access to in the meantime ![]()
And here’s few of my thoughts after playing with new additions to the tile map in the recent build:
- randomization needs exposed seed parameter
- i would like to see added random row offset.
- curve control for gap blurring would be super awesome to have. Flat bevels often look not quite natural
- how about an option to have straight corners chopping next to round ones? That would make possible to have hexagonal and octagonal tiles.
- more complex pattern modes, like honeycomb and herringbone would be beyond awesome!
- i was bit disappointed to find that new edge map does not work with the tiles. Would be nice if it could, but there’s nothing wrong with using good old gradient ramp too.
All in all, Corona tiles is already super duper tool. I’m sure it will make many artists happy. Thank you Corona team! :]
thats so cool how was that done?
I think it will be easier if i upload the scene instead of trying to explain how it’s done. The shader setup might look a bit complicated at first glance, but i tried to name all the major maps, so it shouldn’t be very difficult to figure out what’s going on. All the assets has been replaced with the CC0 licensed ones, so feel free to use the scene as you want.
Corona_tiles_Max2021.7z (172 KB)








