Hey guys, was wondering if I could get some help regarding procedural textures and tiling.
I’m trying to make a procedural tileset. A tileset usually has a set number of unique tiles to make it usable in a game.
I’m having trouble with the four convex corners. The concave ones I have no problem with and I’ve already finished making them.
The trouble is when I get to add the noise to randomize the transition between black and white, it’s not working the way I hoped. The added noise texture (named as a
Tileable-noise Group Node ) is ever so slightly different and I think it’s because of my lack of knowledge in dealing with texture coordinates and a bunch of trigonometry and all that. It’s really close to getting seamless but I don’t know what else to do to make it so
I can’t attach a video so I’ll just link to it. https://imgur.com/a/cpEebV4
The base square gradient I made (named
edges inside) for the convex corners are also slightly brighter (I just eyeballed it in a color ramp/map range, I’m not really sure what the proper way would be) And I think that’s whats causing the slightly different texture when I add in the noise.
So what can I do to make the convex corner square gradient look as consistent as the concave square gradient?
If you have any other solution in mind that’s in an entirely different approach, I’ll still be happy to hear about it. Also since I’m a new user I’m limited to only 1 image embed and 2 links Happy to share more details if anyone is confused.
Here’s the blend file I’m working on.
Objects are in
edit these please collection. And they have the active material ready for editing