I have been modelling some copper roof tiles for a building I am making, but I want to make them look worn so I have added a greenish texture (masked over the copper one) to them in cylces. The problem I have been having is that they all look the same because effectively they are all duplicates with the same texture, so I was wondering whether I could add variation to each one without having to use a separate material or unwrap them all individually.
maybe experiment around with the random output of the Object Info node (found in the Input menu),
there’s also a Location Output in the same node, you could mix those with the Generated Coordinates too to get more random looking tiles.
I tried it, but it didn’t really give me the effect I was after. The pictures below show what I have at the moment + my node setup. It looks ok on individual tiles, but dreadfully repeated all over.
if each object is individual, which is why it is repeating, just move the UV unwrapping for each of the tiles individually. May take awhile but it will be worth it!
For other variation in a recent project i’m working on, i’d join all the meshes together, create a clouds texture in photoshop or something, mix it into your color node as multiply blending mode, fac to around 0.2-0.5 (sometimes up to 0.8 is needed) to add slight darkening in blotches over all the tiles. Might help a little.
The node setup i posted uses the random output to generate some variety. It simply outputs a number between 0 and 1. The “Random” Goup i made is just for easier changing the material, it changes the range to Mean +/- Variance. I use this to manipulate the texture coordinates. you can shift them around, or like i did couple it with the object location, which i also scale and add to the normal coordinates. the red color also has a slight variation to it for more variation. i hope that explanation helps you somewhat
i think you’re a bit confused because of the color in/outputs, i just use those to scale location randomly (so there is variation in size and position of the texture). there’s no vector separate or combine, so i use the color ones: internaly they are both the same, 3 floatingpoint values. it’s confusing because you expect that the yellow dots are purely used for color, but yellow and blue actually do the same thing. Idealy there should be a Vector scaling node, but there isn’t so i had to make my own with this little hack.
if you mulitply the vector by something it should work i think!
i tried the set up as shown with vectors and for what ever reason it gives some locations and color variations
even if this way is not logical
and it looks nice
so i can use it for my panels with one texture and still get some colors and good textures variation on several panels
which is exactly what i needed!
Well it’s not that easy, the math node only does 1 dimensional math, so you can’t do numbervector, and the vector math only does vectorvector cross- and dotproduct, so not helpful here. i didn’t find a way to do it easier than separating the vector, multiplying each component then combining it again.