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Author Topic: Mapping Tiles and Bricks  (Read 7076 times)

TL1895

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Re: Mapping Tiles and Bricks
« Reply #15 on: February 29, 2016, 05:35:55 PM »
Hi,

I'd recommend putting the UVW part of the graph after the compose/conditional section otherwise you'll have to duplicate all those nodes again. Feel free to send me the file so I can take a look. I might be able to simplify it for you.

Thanks!

Paul

Really? That is great!
I've uploaded the scene (reduced texture sizes) for investigation, if you get a chance.

Again, thanks for the incredible support.
« Last Edit: February 29, 2016, 06:41:10 PM by TL1895 »

Paul Roberts

  • iToo Software
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Re: Mapping Tiles and Bricks
« Reply #16 on: February 29, 2016, 06:21:12 PM »
Hi!

Please take a look at the attached. I've got it working with one cluster of UV nodes so it's a bit simpler. I've just taken the output of those nodes and re-used the bricks after UVW randomisation to populate the array's Default, Inner Corner, Left and Right inputs.

Hope that helps,

Many thanks!

Paul
Paul Roberts
iToo Software

TL1895

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Re: Mapping Tiles and Bricks
« Reply #17 on: February 29, 2016, 06:47:54 PM »
Well, I see it is clearly fixed, but honestly it's going to take me a little while of studying it, to completely be able to create one like this from scratch  :-[
But with such support and good examples to study, I remain positive!

Thanks again,
Best,
TL1895