Multitexture for Blender? Material for use of floor generator

Hi
I have a question about creating a parquet with a floor generator. creating the geometry is no problem with a help of a floor generator. But now I want to load 10different color maps to be randomly applied to the boards. Do you have any tip or maybe a link to a tutorial about this? Cant find anything helpfull at the internet. In Vray I would use a multitexture node to load all the maps at one time and tweak the settings to my liking. This is the link to the Mtexture plugin for MAX. https://www.cg-source.com/multitexture.php

Any idea how to solve this in blender?

Thanks in advance for any hint.
Hilmar

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uh…found this generator https://blenderartists.org/forum/showthread.php?358612-Addon-Parquet-Floor-generator&highlight=floor maybe I should try that one as well.
We will see.
In the past I used this one http://blenderaddonlist.blogspot.de/2013/12/addon-floor-generator.html

oh I am using Blender 2.79 with cycles

I usually make a file containing all different textures in a row from left to right all same width, then I make a single board, sort the UV of it so it takes all the space from (0,0) to (1,1), then using array modifiers I make the floor from that board, separate it to separate objects, select all of them and run a script I wrote to randomly distribute the UV along the width of the texture flipped x, y, or both(rotated 180 degrees). Here: https://github.com/Martynas-Ziemys/Blender-Scripts/blob/master/RandomizeUV.py It usually works quite well. Don’t forget to change the number to whatever number of boards you put in your image file. You could also use my node tree that does all this from the material. You can search Blendswap for ‘Cycles Material That Randomizes Parts Of A Texture Per Object’, but then you cannot merge them all to one object and it changes if you add meshes to the scene, but it can save memory quite well if you use face duplication.

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Hi Martin. Thanks a lot for your reply. Will try to do so. Thanks

You are welcome, hope it helps. If you run into trouble, let me know. I was thinking of making a video tutorial or something, but never got around to do it yet. Would be good a reason. But there shouldn’t be anything too confusing here.

Here is a setup I did mostly for a marble texture to disrupt repetitiveness for instances using object info/random, but for a flat plane I would use some random color generator instead (bricks texture can do this using the same noise setup) . It uses last noise component to drive random rotation for each tile/plank/whatever, but for wood which is strongly directional in nature I would use it for something else. Multiplying in some darkness for variation maybe? The setup looks like this, with the two textures in the center showing what the inputs actually are - kinda hard to see that it is a (still needs to be seamless though) repeating texture:


Wow man, Thanks a lot!

Anyone know if theres a smooth solution for this now with geometry nodes?
I have 13 different Textures, each one of them is a unique boardtexture.
And i want to spread them around on a floorgenerator.

It doesnt work to make a bundle with all the boards in one jpeg with ratio 1x1 since its not tileable.


I now use UDIM to select a random texture. Makes a much prettier node tree compared to pre UDIM times. And here I was, thinking UDIM was never going to be useful for my work… I think my images are all the same resolution (didn’t check), but they’re not square or follow any pow 2 system. Object info/random is supposed to work now for instanced objects - you probably don’t need that in your case - but if it doesn’t and you do, replace it with object info/position. My images are named “Picture_1001.png” through “Picture_1026.png”. I use it for monitors obviously, but should work for floorboards as well. No need for geo nodes.

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Thank you! Will try this as soon as i get back home :pray::pray:

Hello Again,
To begin, Thanks for your time!

So, im a bit of a noob with UDIM etc, but I guess the point with UDIM is that you UV unwrap the model and then assign different images from a folder?

But my workflow right now, is that I use Archipack Floor Generator, which is parametric and non destructive workflow. So I have this floor which I change in whatever directions and the boards follow.
I Made the boards exactly the same size as the different textures I have - that is 6m x 0,3m boards.
I have 12 different textures in a folder.

ArchiPack gives each created board its own color vertex attribute:

Should I change anything in your node tree to better fit that procedural workflow? Like adding the attributes somewhere?

This is guy uses the same texture setup as I: https://www.youtube.com/watch?v=MSyiXDueaHk

Cheers

I don’t use Archipack, so I don’t know. I would expect either use geometry/random per island or object info/random as the driving input for randomness.

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Hi there! Last week I uploaded a FloorGenerator - geometry node that allows to create flooring/tiles on any shape flat surface and also use multitexture material.
You can get it here:
https://freckleone.gumroad.com/l/floor-generator-blender

Review video:

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Niiiice! Exactly right :slight_smile:

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