Timeline for Creating material with real-world sized tiles
Current License: CC BY-SA 4.0
9 events
when toggle format | what | by | license | comment | |
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Feb 9 at 8:23 | history | edited | Gordon Brinkmann | CC BY-SA 4.0 |
edited body
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Feb 8 at 16:22 | comment | added | Gordon Brinkmann | @randomCoder1 I've reworked the setup completely. Still complex, but I've created some custom groups to reduce the amount of confusing nodes. Maybe you want to look in the edit, download the file and see for yourself how it works. | |
Feb 8 at 16:21 | history | edited | Gordon Brinkmann | CC BY-SA 4.0 |
added 1693 characters in body
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Feb 8 at 10:33 | comment | added | Gordon Brinkmann | @randomCoder1 Well, yes of course you can and it makes it simpler, my bad. However it will still need some maths and converting values if you want to avoid the mortar clipping the tile texture. But if you want I can edit the slightly simpler method in. | |
Feb 8 at 9:50 | comment | added | randomCoder1 | Ok, I've divided both width and height (1/tile size in meters) and used Combine XYZ->mapping vector scale. Seems to work. Is there a way to place texture images into a brick texture? It would solve lots of problems. | |
Feb 8 at 8:50 | vote | accept | randomCoder1 | ||
Feb 8 at 8:48 | comment | added | randomCoder1 | Thank you very much! The second option is waaaaay too complicated for me to understand at this point. So the first way without the spacing is something that I need. But how do you combine two different dimensions for rectangle-shaped tiles? | |
Feb 8 at 8:43 | vote | accept | randomCoder1 | ||
Feb 8 at 8:48 | |||||
Feb 6 at 22:04 | history | answered | Gordon Brinkmann | CC BY-SA 4.0 |