๐งต Help tiling my procedural texture in blender please?
Anonymous at Sun, 18 Jun 2023 16:29:11 UTC 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?
Anonymous at Sun, 18 Jun 2023 16:53:26 UTC 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
Anonymous at Sun, 18 Jun 2023 17:30:37 UTC 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.
Anonymous at Sun, 18 Jun 2023 17:58:50 UTC 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 at Sun, 18 Jun 2023 19:59:39 UTC 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 at Sun, 18 Jun 2023 20:56:01 UTC 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
Anonymous at Mon, 19 Jun 2023 06:05:27 UTC 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 at Mon, 19 Jun 2023 06:14:52 UTC No. 948794
>>948793
The arrayed meshes tile perfectly. How do I separate the meshes so I can bake the tiled material?
Anonymous at Mon, 19 Jun 2023 06:24:05 UTC No. 948795
Ok nvm I gotta bake the individual UVs after applying the array.
Anonymous at Mon, 19 Jun 2023 10:03:45 UTC 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
Anonymous at Mon, 19 Jun 2023 11:40:49 UTC No. 948810
>>948805
just get substance already.
Anonymous at Mon, 19 Jun 2023 12:20:27 UTC No. 948813
>>948810
Noooooo
Anonymous at Mon, 19 Jun 2023 13:40:52 UTC 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 at Mon, 19 Jun 2023 13:59:36 UTC 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
Anonymous at Mon, 19 Jun 2023 17:44:00 UTC No. 948849
>>948821
>BUY SUBSTANCE
>he doesn't have a CGPeers account
Anonymous at Mon, 19 Jun 2023 17:54:01 UTC 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 at Mon, 19 Jun 2023 20:42:56 UTC 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
Anonymous at Mon, 19 Jun 2023 21:13:04 UTC 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 at Mon, 19 Jun 2023 22:36:17 UTC No. 948867
>>948863
:(
wasted a day trying to find a solution for this
Anonymous at Wed, 21 Jun 2023 18:09:18 UTC No. 948986
bump. come on guys :( surely there has to be a way in bledner :(
Anonymous at Thu, 22 Jun 2023 13:51:46 UTC No. 949052
I DID IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
AHAHHAHAHHAHAHHHAHAH AHHAHAHHAHAHHAHHA FOR REAL THIS TIME.
https://www.youtube.com/watch?v=LwM
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
Anonymous at Thu, 22 Jun 2023 20:46:39 UTC No. 949096
>>949089
Needs (better?) normal and roughness maps to look good, and more fine details on the non-worn part
Anonymous at Thu, 22 Jun 2023 23:18:31 UTC No. 949104
Anonymous at Thu, 22 Jun 2023 23:19:34 UTC No. 949106
Anonymous at Fri, 23 Jun 2023 04:07:53 UTC 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
Anonymous at Fri, 23 Jun 2023 15:11:31 UTC 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.