First of all, in your texture nodes, on your image texture node, set the dropdown that says “flat” to “Box”
Now, add a Texture Coordinate node, and link Generated to the Image Texture Vector input.
Now, go into your object’s mesh settings, In Texture Space, untick auto texture space, and set the size to… if you want your tecture to be 1m square, set it to 1,1,1.
Finally - this will work as long as your object is it’s original size. If not, over the 3D view press space, type Apply, and in the box on the left panel of the 3D view, tick the “scale” button.
I use 1/size in meters multiplied with object coordinates (with scale applied).
That allows me to easily loop coordinates for procedural use, where procedurals have scale 1. If I want another unit, I just divide further.
I’ve kind of arrived at a partial solution. I don’t exactly know what I did, but here’s the blend file in case anyone is interested. It worked for what I needed.
Yes. But ideally (in my view), unless you actually have identical tiles with 90° rotations, you should define the tile procedurally, then use an oversized image per tile and lookup random locations (and size and rotation), possibly with a slight variation on tile lay (flatness error) accuracy as well - keep in mind you should probably cancel out this error toward the grout. Random rotation (causing varying grout sizes) is a bit more finicky. I have some spare time, so I’ll see if I can figure out something.
There is an output socket ready if you really want only random 90° rotation.
I didn’t include hdr. I also suggest replacing texture with a high res modern one.
Thank you…Solve my problem… But i change this node… A good man told me this node ,if you scale model , dont have change uvw map size. …its very usefully
It can be useful in some cases, but I would (for many more reasons as well) apply the scale instead while keeping the offset to the room should you need to move it or duplicate it. For tiles you’d try to line them up where they would naturally end up in the room; typically (yeah exceptions exists) you want to have a full tile in one corner. Since I’m using object coords, origo controls where this location naturally exist. You could also using object coords link to an empty and control the origo from that.
Well, you used the position node It will be world coordinates. It’s not UV. The main reason of using another coordinate system is to avoid having to deal with UVs more than absolutely needed. I’m not able to understand what you’re trying to achieve with the node setup, coordinate wise.
The checker node is slightly broken on pure 0 coordinate. Adding 1 or 10 or 100 to the coordinate system will fix it (or some modulo of its scale).
Man, you’re a nice person! Thank you for taking the time. I’ve been fiddling with the file for about an hour now trying to understand everything and I can’t say I do, mainly for my lack of knowledge on the Math node. But I’ve been able to isolate just the 90 degrees rotation portion of your node and work with it to achieve what I needed. Your way is much more elegant and easy to control than the one I did before. Thank you.
Just to clarify why I need the 90 degrees rotation only, that’s because I’m working with a specific porcelain tile from a manufacturer, so the pattern is always the same without scaling or mirroring or skewing. The only variation possible is the rotaton of the pieces.
UVWnode_test.blend (684.6 KB) I dont know… pure Coordinate? how to setup it? … Set Mapping Texture node? i just want create like MAX modifer :UVW Maping command. can be adjust U V W (XYZ) size. use meter or millimeter unit for adjust texture tile… because they are very useful apply for Archviz .