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When using photos as textures they are usually not tileable and create patterns like:

enter image description here

Is there any method in Blender to make images tileable?

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2 Answers 2

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I decided to start this over with pictures this time.

I started this with a picture of some bushes that I took a while back and used the Import Images As Planes Addon(included with Blender) to load the picture into Blender. This Addon automatically handles the UV generation and sets up a material although there are some differences in how this works out depending on whether you have the Render Engine set to Blender Render(Internal) or Cycles Render. I prefer to use BI for Texture Painting and set the Material to Shadeless but that's personal preference.

enter image description here

Next, I added 2 separate Array Modifiers. One for the X direction and one for the Y axis. Each modifier used mostly default settings but with the Count set to 3 and Merge activated. Here is a picture showing the result of that.

enter image description here

This time around, I decided to make a duplicate of the image and load it in as another plane using the same Addon from step 1. I used this image as the Clone source by moving the 3D cursor onto of it and Painting on the planes that were Arrayed. Here is the result of that.

enter image description here

The advantage of using Blender for this is that you not only can make tile-able textures but you can paint-out the areas that show an obvious repeating pattern.

Because I used a round brush with that has a falloff curve, there is a noticeable blurriness due to the mixing at the edges of the brush. Some of the old image remains and is mixed in with the clone brush results. This can be minimized by finding a brush curve that works well for cloning. For the above, I used the 3rd preset from the the left on the curves panel.

enter image description here

You can avoid this blurriness entirely by using the far-right preset that is basically a binary type thing; it's either on or off. There is no mixing at the edges but this now creates a sharp circular pattern when using a round brush. You can hid this by creating a mask texture that has a random pattern and setting the Mask Mapping Option to Random. These settings are shown in the next image.

enter image description here

Using the mask brush and Clone tool it took about a minute.

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Blender's UV / Image does not provide such a functionality (AFAIK). This can easily achieved by GIMP.

After copying a region from the photo into a new image (preferably with dimensions as a power of two e.g. 1024x1024 pixel)

Execute from main menu: Filters / Map / Make Seamless

enter image description here


enter image description here

The terrain could be randomized (Edit Mode menu: Mesh / Transform / Randomize)

enter image description here enter image description here


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If you're going to suggest a power-of-two image size, it'd be best to explain why that's important as well ;) from some basics tests I've done, it's insignificant. –  Greg Zaal Aug 18 '14 at 10:13
@Grag Thanks I will link some related question. It's most noticeable in texture paint mode UI lags even with an i7 processor. –  stacker Aug 18 '14 at 10:17
@stacker do you know how to do this in Photoshop? –  someonewithpc Aug 18 '14 at 10:30
@someonewithpc I don't use Photoshop, but I found this: photoshoptextures.com/texture-tutorials/seamless-textures.htm –  stacker Aug 18 '14 at 10:55
Power of 2 is basically binary format... 2,4,8,16, etc. It's how computers function at the most basic level. Power of 2 textures tend to be the most compatible with the widest range of GPU hardware. If the software you are using supports special driver extensions that your GPU also supports then most texture sizes will be fine but there may be issues when working with these assets on budget computers or machines that have buggy drivers. –  MarcClintDion Aug 18 '14 at 11:13

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