This is a Blender procedural UV-Mapping node to give any texture set a random-bond tiling, with real-world scaling. This is especially useful for creating floorboards, as the tiling is usually random. The UV of each tile is randomly offset to generate variation from a single source and a unique value is also generated per tile which can be used to generate colour varations. Tile edges can also be rounded (Heightmap(z) only, not corners(x,y)).
The node works by taking the texture and chopping it up according to board size, offsetting each tile’s UV by a random amount which shows a unique cropping of the texture. The node also generates a random value per board so each board can be given random colour adjustments to create variation. This UV mapping is useful for large tiled surfaces as it avoid texture seams, tiling repetition without resorting to excessive resolutions.
For ArchViz, the scaling of the tiles can be set at real-world values which is calculated by the Bounding Box size of the geometry.
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