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๐Ÿงต Help tiling my procedural texture in blender please?

Anonymous No. 948745

Hi all, I'd like to have my texture tile procedurally in both x and y axis.
The worn part of this texture makes it seamless so I tried to come up with a way to solve this.
At first, I tried to have a SQUARE-ish white mask around the four cornes to cut off the seamless worn part but it worked for the horizontal seam but not for the vertical seam since the worn out part looks like it got erased in a straight line at the top and bottom.

I am now trying to use another musgrave texture to someone counter the worn part in both top and bottom areas but I'm having no luck with that.

Can you guys help me figure out a way to mask out the top and bottom with more procedural noise?

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Anonymous No. 948746

Here's the nodes

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Anonymous No. 948747

In the mix node on the bottom, I need to include a MASK into the FACTOR in order to have a grunge border that cuts off the "worn" part of the original texture.The yellow parts highlighted need to be masked off with a procedural grunge it's what I want.

It should take some procedural texturing magic and I'm just too stupid to come up with it

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Anonymous No. 948749

You mean something like this?

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Anonymous No. 948750

>>948749
No anon let me show you what I mean.
I need the four corners of the original texture to have a noise mask that COUNTERS the part where the "worn down" areas of the texture end.

The dark maroon parts of this image is where I want separate noise/grunge maps to be laid out. I can place them there but it's the grunge/noise generation that I'm having difficulty with.

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Anonymous No. 948752

>>948750
Ok, I'm probably misunderstanding you, but can't you use that node setup and just mix the edges sharply with it, like this? If this doesn't help then I guess I'm too dumb to help you, sorry.

Anonymous No. 948758

>>948752
anon i actually ended up learning something new from your image even though it's not what i'm looking for.
I'm not exactly looking to tile it THAT way. You see the top part of my pic here?>>948745
I want to introduce a noise texture as a MASK that gets rid of all the yellowish wear and tear areas a little so the chipped yellow areas dont go all the way till the end of the image. I need to counter those areas with ANOTHER grunge/noise map but I can't come up with a procedural noise map properly.

Anonymous No. 948765

>>948745
>The worn part of this texture makes it seamless
do you mean they are what make visible seams?

The procedural noise you use to add details should be tiling in the first place.
A program designed for creating tiling textures like Substance or Material Maker (a free one and pretty useful) will give you tiling noise of many varieties, you can export a few 4k tiling noise textures for use in Blender
idk why blender doesn't support proper tiling noise. You can use a 4d hack to get something serviceable, but it's not great

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Anonymous No. 948792

>>948765
Can you please help me out and generate a procedural noise that looks like a volcano or something with a flat white base.
Like this. Something that cancels out the visible seams?

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Anonymous No. 948793

>>948792
Ok, nvm I've decided to use an array modifier to tile it vertically and horizontally and i'll bake maps for it since it tiles with object coordinates.

How can I separate the individual arrays? because when I apply the modifier the texture changes because it uses object coordinates.

Anonymous No. 948794

>>948793
The arrayed meshes tile perfectly. How do I separate the meshes so I can bake the tiled material?

Anonymous No. 948795

Ok nvm I gotta bake the individual UVs after applying the array.

Anonymous No. 948804

I still want to do that mi anons. I want a row of grunge noise at the top part like a bunch of noise spikes that can mask out the area where the noise/wear ends

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Anonymous No. 948805

HERE! THIS IS WHAT I WANT TO DO. At the bottom part you guys see? I want to do that in blender except i CANT SEEM TO COME WITH A PROCEDURAL NOISE LIKE THAT PLEASE HALPPP

Anonymous No. 948810

>>948805
just get substance already.

Anonymous No. 948813

>>948810
Noooooo

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Anonymous No. 948821

I'M A GENIUS!!!
I FAKED AN AO WITH FOUR EDGES AHAHHAHAHAHHAHAHA I DID IT I FUCKING DIDI OH MY FUCKING GOOOOOOOOOOOODODD I DIDD ITTTT YES YES YES YES YES I SPENT A WHOLE DAY ON THIS CRAP SO I DIDNT HAVE TO BUY SUBSTANCE FUCK UFCK FUCK FUCK FUCKE AHAHHAHAAHHAHAHAHAHAHA

Anonymous No. 948826

>>948821
If you guys have a different way of doing it please let me know!!!!! I'd still like to use procedural mask instead of an AO

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Anonymous No. 948831

This is the noisemap I'm using. I just wish I could make it seamless somehow or mask the edges without relying on AO.

Anonymous No. 948849

>>948821
>BUY SUBSTANCE
>he doesn't have a CGPeers account

Anonymous No. 948852

>>948821
That's all you were trying to do, mask out the worn area? That is going to create very visible tiling artifacts.

Anonymous No. 948861

>>948852
Yes :'(
So if i buy substancr designer, i have to go through the same problem? Or is there a node or button that makes it seamless

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Anonymous No. 948863

>>948861
There is a node in substance to automatically make a texture tile, but it's better to use tiling noise to begin with to generate the wear pattern.
You can easily do that in material maker for free, or substance.

I made pic related in mm as a demo, it tiles seamlessly (it's trash but it's just a demonstration)

Anonymous No. 948867

>>948863
:(
wasted a day trying to find a solution for this

Anonymous No. 948986

bump. come on guys :( surely there has to be a way in bledner :(

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Anonymous No. 949052

I DID IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIT
AHAHHAHAHHAHAHHHAHAH AHHAHAHHAHAHHAHHA FOR REAL THIS TIME.
https://www.youtube.com/watch?v=LwMwkUCe3KU
I FOLLOWED THIS TUTORIAL.

Unfortunately, the noise and wear and tear looks like ass now which I guess is a nice trade off. I'll manage to tinker it out or something

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Anonymous No. 949089

It came out really well. What do you guys think?

Anonymous No. 949096

>>949089
Needs (better?) normal and roughness maps to look good, and more fine details on the non-worn part

Anonymous No. 949104

>>948821
>>948831
based
Thanks for sharing the nodes as well.

Anonymous No. 949106

>>949052
>>949089
>>949096
Niceee. Thanks a bunch for sharing.

Anonymous No. 949122

>>949096
If I increase the bump map strength the edges of the wear and tear part start glittering because of the noise.
also what kind of details should i add to the red part? scratches?
>>949104
>>949106
Avoid the AO workflow. Use this >>949052

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Anonymous No. 949158

Update: This looks a hundred times better than >>949089
I had to improve normals like>>949096
said but the roughness remains the same.

What are some more details that I can add to my plank texture to make it look even grungier? I'm going to be using it for a horror game so I'd appreciate feedback,frens.

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Anonymous No. 949159

>>949158
Works really well with a spotlight. I can't seem to fix the normals that make the texture pop like that in the dark.

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Anonymous No. 949160

>>949158
>>949159
4k version. Thank you everyone!!!

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Anonymous No. 949324

Finally finished with my wooden wall plank material. I learned a lot frens.