You could try multiplying by two for even, then subtracting one from that for odd. The end user wont be able to see that it's only even or odd on the slider, but the end result will be.
This tip by aelwine also works for separating your grout mask, I set the last blend to Subtract instead of difference though. http://www.polycount.com/forum/showpost.php?p=2263130&postcount=26
Hey Dave. Looking really good imo! Id suggest trying to notch up the corners of the wood plank. Do noise. Multiply that with the curvature map peaks only and subtract the result from your height map. There's some tweaking you might try but it's a pretty good way to damage sharp corners. Maybe run it through a directional…
Getting better results now. Noticed I had luminosity in my initial tiles. So fixed that. "- I then directional warp the stripes pattern both up and down with the combined gradient-pattern, then add them together." I think you meant 'subtract' with this blend. I got the tapers from doing that. So this is my best result yet,…
@Frawmus: Dont you dare take that into photoshop! If your gonna be a bear, be a grizzly! take a feed from your tile generator and plug it into a chain something like this: tile gen --> normal mapper --> curvature --> edge select --> blur --> blend(subtract from original) also try this, duplicate your tile gen and leave all…