How would I procedurally texture a marble tile floor without the texture spreading across every tile?
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Basically I have a tile which I then duplicated using an array modifier to get this:

Then in the node editor I created a procedural marble texture using nodes and got this:

The problem with this image is that it looks like the texture is spread across every tile, making it look unnatural. Is there a way to make the marble texture random for each tile?
Here is the blend file: http://pasteall.org/blend/index.php?id=50738
cycles materials procedural
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up vote
3
down vote
favorite
Basically I have a tile which I then duplicated using an array modifier to get this:

Then in the node editor I created a procedural marble texture using nodes and got this:

The problem with this image is that it looks like the texture is spread across every tile, making it look unnatural. Is there a way to make the marble texture random for each tile?
Here is the blend file: http://pasteall.org/blend/index.php?id=50738
cycles materials procedural
Are your tiles individual objects or are they different objects?
– Eduardo Abreu
2 days ago
....in other words, would it matter to you if you had to apply the array modifier?
– Robin Betts
2 days ago
Also see this answer: blender.stackexchange.com/questions/28838/… for ideas
– Dale Cieslak
20 hours ago
add a comment |
up vote
3
down vote
favorite
up vote
3
down vote
favorite
Basically I have a tile which I then duplicated using an array modifier to get this:

Then in the node editor I created a procedural marble texture using nodes and got this:

The problem with this image is that it looks like the texture is spread across every tile, making it look unnatural. Is there a way to make the marble texture random for each tile?
Here is the blend file: http://pasteall.org/blend/index.php?id=50738
cycles materials procedural
Basically I have a tile which I then duplicated using an array modifier to get this:

Then in the node editor I created a procedural marble texture using nodes and got this:

The problem with this image is that it looks like the texture is spread across every tile, making it look unnatural. Is there a way to make the marble texture random for each tile?
Here is the blend file: http://pasteall.org/blend/index.php?id=50738
cycles materials procedural
cycles materials procedural
edited yesterday
Peter Mortensen
255110
255110
asked 2 days ago
Funny1048
463
463
Are your tiles individual objects or are they different objects?
– Eduardo Abreu
2 days ago
....in other words, would it matter to you if you had to apply the array modifier?
– Robin Betts
2 days ago
Also see this answer: blender.stackexchange.com/questions/28838/… for ideas
– Dale Cieslak
20 hours ago
add a comment |
Are your tiles individual objects or are they different objects?
– Eduardo Abreu
2 days ago
....in other words, would it matter to you if you had to apply the array modifier?
– Robin Betts
2 days ago
Also see this answer: blender.stackexchange.com/questions/28838/… for ideas
– Dale Cieslak
20 hours ago
Are your tiles individual objects or are they different objects?
– Eduardo Abreu
2 days ago
Are your tiles individual objects or are they different objects?
– Eduardo Abreu
2 days ago
....in other words, would it matter to you if you had to apply the array modifier?
– Robin Betts
2 days ago
....in other words, would it matter to you if you had to apply the array modifier?
– Robin Betts
2 days ago
Also see this answer: blender.stackexchange.com/questions/28838/… for ideas
– Dale Cieslak
20 hours ago
Also see this answer: blender.stackexchange.com/questions/28838/… for ideas
– Dale Cieslak
20 hours ago
add a comment |
3 Answers
3
active
oldest
votes
up vote
3
down vote
One way of doing this would be:
Separate all your tiles as a single object so you can use the Object info node random output in order the create a tile black and white mask:

You can then create another wave texture and combine it with the one you already have using the tile mask as factor:

You obviously need to change the texture coordinate of the second wave to create variation. Put a color ramp node and play with its value to have stronger difference:

http://pasteall.org/blend/index.php?id=50740
As @robin betts points out in the comments, if you need to keep the array modifier you can duplicate the object, do the same process, and bake the mask into a file image. Or if you want to keep a "semi" procedural creation use dupliface instead of the array.

add a comment |
up vote
1
down vote
You can try the brick texture to separate each tile. Here, I tried editing your file to get something that you wanted.



add a comment |
up vote
0
down vote
I was helping someone else with this issue a while ago so I'll be happy to elaborate.
To change the colours and almost every setting, ONLY use the encircled Brick node.

This setup will give you:

Simply change the colours in the circled brick node to suit your needs and the variation of colour and the patter colour will change. You can also try changing the distortion and scale values of the noise textures to suit your needs.
If you want the file here's the drive link: Link
add a comment |
3 Answers
3
active
oldest
votes
3 Answers
3
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
3
down vote
One way of doing this would be:
Separate all your tiles as a single object so you can use the Object info node random output in order the create a tile black and white mask:

You can then create another wave texture and combine it with the one you already have using the tile mask as factor:

You obviously need to change the texture coordinate of the second wave to create variation. Put a color ramp node and play with its value to have stronger difference:

http://pasteall.org/blend/index.php?id=50740
As @robin betts points out in the comments, if you need to keep the array modifier you can duplicate the object, do the same process, and bake the mask into a file image. Or if you want to keep a "semi" procedural creation use dupliface instead of the array.

add a comment |
up vote
3
down vote
One way of doing this would be:
Separate all your tiles as a single object so you can use the Object info node random output in order the create a tile black and white mask:

You can then create another wave texture and combine it with the one you already have using the tile mask as factor:

You obviously need to change the texture coordinate of the second wave to create variation. Put a color ramp node and play with its value to have stronger difference:

http://pasteall.org/blend/index.php?id=50740
As @robin betts points out in the comments, if you need to keep the array modifier you can duplicate the object, do the same process, and bake the mask into a file image. Or if you want to keep a "semi" procedural creation use dupliface instead of the array.

add a comment |
up vote
3
down vote
up vote
3
down vote
One way of doing this would be:
Separate all your tiles as a single object so you can use the Object info node random output in order the create a tile black and white mask:

You can then create another wave texture and combine it with the one you already have using the tile mask as factor:

You obviously need to change the texture coordinate of the second wave to create variation. Put a color ramp node and play with its value to have stronger difference:

http://pasteall.org/blend/index.php?id=50740
As @robin betts points out in the comments, if you need to keep the array modifier you can duplicate the object, do the same process, and bake the mask into a file image. Or if you want to keep a "semi" procedural creation use dupliface instead of the array.

One way of doing this would be:
Separate all your tiles as a single object so you can use the Object info node random output in order the create a tile black and white mask:

You can then create another wave texture and combine it with the one you already have using the tile mask as factor:

You obviously need to change the texture coordinate of the second wave to create variation. Put a color ramp node and play with its value to have stronger difference:

http://pasteall.org/blend/index.php?id=50740
As @robin betts points out in the comments, if you need to keep the array modifier you can duplicate the object, do the same process, and bake the mask into a file image. Or if you want to keep a "semi" procedural creation use dupliface instead of the array.

edited yesterday
answered 2 days ago
Virgil Sisoe
4438
4438
add a comment |
add a comment |
up vote
1
down vote
You can try the brick texture to separate each tile. Here, I tried editing your file to get something that you wanted.



add a comment |
up vote
1
down vote
You can try the brick texture to separate each tile. Here, I tried editing your file to get something that you wanted.



add a comment |
up vote
1
down vote
up vote
1
down vote
You can try the brick texture to separate each tile. Here, I tried editing your file to get something that you wanted.



You can try the brick texture to separate each tile. Here, I tried editing your file to get something that you wanted.



answered 2 days ago
kaisa
1065
1065
add a comment |
add a comment |
up vote
0
down vote
I was helping someone else with this issue a while ago so I'll be happy to elaborate.
To change the colours and almost every setting, ONLY use the encircled Brick node.

This setup will give you:

Simply change the colours in the circled brick node to suit your needs and the variation of colour and the patter colour will change. You can also try changing the distortion and scale values of the noise textures to suit your needs.
If you want the file here's the drive link: Link
add a comment |
up vote
0
down vote
I was helping someone else with this issue a while ago so I'll be happy to elaborate.
To change the colours and almost every setting, ONLY use the encircled Brick node.

This setup will give you:

Simply change the colours in the circled brick node to suit your needs and the variation of colour and the patter colour will change. You can also try changing the distortion and scale values of the noise textures to suit your needs.
If you want the file here's the drive link: Link
add a comment |
up vote
0
down vote
up vote
0
down vote
I was helping someone else with this issue a while ago so I'll be happy to elaborate.
To change the colours and almost every setting, ONLY use the encircled Brick node.

This setup will give you:

Simply change the colours in the circled brick node to suit your needs and the variation of colour and the patter colour will change. You can also try changing the distortion and scale values of the noise textures to suit your needs.
If you want the file here's the drive link: Link
I was helping someone else with this issue a while ago so I'll be happy to elaborate.
To change the colours and almost every setting, ONLY use the encircled Brick node.

This setup will give you:

Simply change the colours in the circled brick node to suit your needs and the variation of colour and the patter colour will change. You can also try changing the distortion and scale values of the noise textures to suit your needs.
If you want the file here's the drive link: Link
edited yesterday
answered yesterday
ParallelMayhem
559
559
add a comment |
add a comment |
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Are your tiles individual objects or are they different objects?
– Eduardo Abreu
2 days ago
....in other words, would it matter to you if you had to apply the array modifier?
– Robin Betts
2 days ago
Also see this answer: blender.stackexchange.com/questions/28838/… for ideas
– Dale Cieslak
20 hours ago