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I have several images of ceramic tiles, square shape. I need to fill the surface with them so that they lay down randomly, and not I manually arranged them individually.

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  • $\begingroup$ I never used UDIM tiles, but maybe that can be used. $\endgroup$ Commented Jun 8, 2023 at 15:29

2 Answers 2

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I would put them into a single texture into a grid of unique tiles and then use math to manipulate texture coordinates and noise textures for randomisation:

enter image description here

You could also use the same principle, to scale them by -1 in both axis or rotate.

And that's a more complete node group with mirroring and rotation and also white noise nodes for better randomness:

enter image description here

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    $\begingroup$ Really great node setup! $\endgroup$ Commented Jun 8, 2023 at 16:46
  • $\begingroup$ It's just amazing! Thank you very much for the decision! $\endgroup$
    – Akinetsu
    Commented Jun 10, 2023 at 6:14
  • $\begingroup$ @Akinetsu, If that's useful consider upvoting or accepting as the answer. $\endgroup$ Commented Jun 10, 2023 at 7:34
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This method is pretty much the same as Martynas'.. I thought it was going to be lazy, avoiding the math by using a non-random Voronoi to do the grid.

  • It subtracts the 'Position' of the Voronoi from the overall texture space to get UV-per-cell
  • It uses the R & G of the (random) 'Color' output, with a stepped Map Range, to select a tile from the array of tiles provided in the Image texture.
  • It uses the B of the 'Color', also stepped, to rotate the tiles randomly per cell

enter image description here

There's also a parallel 'Distance to Edge' Voronoi being run, in case that's useful.

The group can be used something like this..

enter image description here

.. for this kind of result:

enter image description here

I don't think it's as lazy as I hoped.. it doesn't actually save that many nodes..

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  • $\begingroup$ It's just amazing! Thank you very much for the decision! $\endgroup$
    – Akinetsu
    Commented Jun 10, 2023 at 6:14

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