How to map a repeating texture with local point of symmetry

Hello
Is there a way I can set th repeating pattern of a texture to be based on a local point of symmetry so that it will create a more seamless effect? Not sure how to describe this but this is a screenshot from Archicad, which has these options for texture repeating. So first there is this local symmetry and then repeating goes on with that module of 4.
texture_repeating

No… not that i know: have to use something like this (value 0/0.1/0.2/0.3/0.4 controlls repeat):


Here’s the blend:
textureRepeat1.blend (128.4 KB)

@Okidoki Hi, thanks for replying ! Looks complex but im not sure if this is what I meant. I tried your file with another texture and it doesn`t seem to do it.


What i mean is that instead of having the texture repeating itself with same orientation, the tiles should map with through a mirroring sequence around a local relative origin.
These are two screenshots from Archicad with no mirroring and with Horizontal and Veritcal mirroring. There are also two other options for just Horizontal and just Veritcal mirroring. Would be nice to be able to switch between these options too in Blender.

very bad texture to check and i did understand the mirrored repetition. did you tried different values ?? and yes it depends on the size of your object. maybe using different scale for xyz mapping. and yes because of the simple box mapping it does have different results on the sides… that’s the reason of

No… …have to use something like…

stripe texture with colored orientation in the right top corner

and i (as also the devs from blender) don’t want to just copy any other software…
there may be different ways to subdivide the textures in object space to tile one or mutliple image parts in different orientations onto a rectangular object. this just was a quick suggestion

Here’s my attempt: it divides coordinates in black and white stripes and multiplies coordinates in “white” zones by -1.
Adjusted for Box Mapping by assuming that X affects Z as well.
Added simple switches for X and Y mirrors to Material Custom Properties.


TexTiling.blend (691.4 KB)

PS. don’t judge me, I don’t do math often.

My attempt on it:

The modulo fields can be set individually to 2 or 1. Set it to two for mirroring and 1 to deativate mirroring along that axis

I would suggest to make a nodegroup of it like this, so its easily reusable.

In Blender you have to set Repeat, input values, and tick Mirror x or y as appropriate. These options are in the Mapping panel but not nodes. At least not those 2.7x.

hmm but the OP already showed that he is not using 2.79

In this case processing in external applications could help making seams less visible. One way or another, an update (and upgrade?) is recommended.

?? this was not about mirroring an image in an external app to make mirrored tiles… another usecase could be something like this Randomizing brick texture

Thank you everyone for the replies! I definitely knew that Blender can do this. I am still beginner, especially when it comes to texturing, trying to pick up how to do things that i did before. Blender is so complex that sometimes it feels like you are diving into a rabbit hole lol. I am using version 3.0.0, by the way.

@Okidoki You are right, that texture sample that i put was terrible, i just took something really fast . Will play with the values, i didn`t have the time yet.
@stray in the custom properties, are you driving the values of the nodes that you marked with the red arrows? Good moment to recap about custom properties and drivers.
@Debuk Your definition looks very clean! will try it for and then wrap it into a nodegroup for sure!

Yep, those are integer properties with “off” and “on” values used for a most straightforward “Single Property” driver. Combination of the two gets you all four symmetry options.
Third property is for texture scale, just to make it easier to find.