When creating wood floors or other materials based on blender textures like noise wave ect., the Pattern that is created is clearly based on the same Seed and Point of Origin.
Example: A wooden floor where every plank has an original crack wooden pattern instead of what is currently standard a pattern were cracks are going visible from one plank into another.
What i would like to achieve is that i can break those up with an given amount.
So that you would get for a face with a diffrent pattern for every brick/plan/tile instead of what is now just one pattern for the whole face and then the bricks/tiles/planks painted above that.
And i dont want to create an object for every plank / brick. I know how that is achieved but that is also a pain because the array modifier doesent influence the seed so that wont work and copying by hand is just awful.
The desired effect is seen here at 3:30