Hi!
I'm currently working on a white tiles texture, and trying to do a cement texture below that, to show whenever a tile is removed by a mask.
I'm trying to make some "left-over plaster shapes" below each of the tiles, but also trying to randomize the shapes so not every tile has the same 'left-over' below.
I achieved something that kinda works, but looks like a mess. There has to be a better answer!.
To the left, 4 different shapes tiled with a Tile Generator. 2 of them Blended together using a Tile Generator_1 with a random Mask(Red), and the other 2 blended together using TileGenerator_2 with another random mask(Blue).
Then both Red + Blue are blended together using ANOTHER TileGenerator_Mask to achieve the final result, which looks like this.
Now, this is plenty of tile generators and masks, and gets really messy to work with. Anyone has any idea on how to do this?
This is the current state of the material.
Thanks in advance!!!
Replies
personally I'd break it down into nice reusable chunks,
for example. the red and blue bits (along with the tile generators they use as inputs) look like they do basically the same thing - they might as well be the same node with a few exposed parameters
I can't really use the same node as I'm using different shapes as Inputs (A,B,C and D are all different squared shapes with cuts and breaks), not just different parameters.
Looks like we'll have to wait for a SD update and hope they include multiple inputs on a Tile Generator!!