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I have a texture on a plane. I can there tile the

  • normal map
  • albedo map
  • roughness map

But not the height map. I can't tile the height map, it always stays the same, no matter what I try. I also changed in the displace modifier texture coordinates to "global". I also tried to tile the bump map on a plane with a smooth shaded surface, but there is no difference.

enter image description here

So how can I solve the problem?

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1 Answer 1

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You won't be able to scale the bumps with the material settings, as the bumps that we see are real bumps, not procedural bumps. If you want more bumps you need to duplicate x4 your mesh in Edit mode and stick each part (there are several ways to do it but you could simply duplicate and merge the vertice by distance so that the vertices stick, or symmetrize it, etc). You could also bake the real bumps and use the result in a Displace modifier, or in a Displacement node if you want to make it procedural.

A quick way to fake bumps: Plug a Noise Texture into a Bump node. In that case your object can be low-poly (here, one face) as the bump effect doesn't need any geometry.

enter image description here

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  • $\begingroup$ But what is, if I want to apply my 1600x1600 texture on a more complex mesh, like as a tree bark, which would be then applied on a complex cylinder? The texture (albedo) will then look distorted on the Z-Axis. It would not be a problem to scale the albedo then. But here is the problem: The bumps can't be scaled. And than there are bumps on the tree bark, where I don't want them to be, and on a tree it isn't possible to do the "stick each part" method. 1st because it will be applied itself and then i have the texture on the whole tree and 2nd there would be to many surfaces on the cylinder. $\endgroup$ Dec 30, 2020 at 9:35
  • $\begingroup$ I'm not sure to understand everything but first you should tell a bit more about your goal, are you working for a game, for a video clip, is it supposed to be exported, or will you stay in Blender, do you want to see real bumps (like for your current file) or do you prefer procedural bumps (the topology will be low-poly and you'll use a Bump node to fake the bumps), etc, etc... as long as you don't give any details it's hard to answer. $\endgroup$
    – moonboots
    Dec 30, 2020 at 9:41
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    $\begingroup$ If you want to stay as low poly as possible and if you don't need to have real displacement, use Bump or Normal maps. In your case it means that you can simplify your current mesh and you need to use a bump map (it can be a Noise Texture) $\endgroup$
    – moonboots
    Dec 30, 2020 at 9:41
  • $\begingroup$ Ok I will tell about my goal, I hope the English is okay. So I want to make a little "world", which I can use to make video Clips in high quality. What I want there to be is a real world, which looks in all ways as real as possible. So then, if I make the camera move through my little "city" it should look like if I would have made the video with a drone in real world. I want to model my village where I live in blender and make videos, but IN blender, not in my village. I make pictures with my camea from different objects in my village, then i have the textures. $\endgroup$ Dec 30, 2020 at 10:03
  • $\begingroup$ I make my maps on my own with the program "materialize". I also model the meshes on my own and add the maps to them then, or sometimes I also do photogrammetry. $\endgroup$ Dec 30, 2020 at 10:04

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