(REQ) Random tile UVs
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flip = mirror? That we can do.
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You can't manipulate the mapping of individual 'tiles' within a textured material on a single face, you can manipulate the mapping on different faces.
My linked tool does randomizing including mirroring if you use -ve scaling values.
BUT that is on a per face basis...
As has been said SUp only 'repeats' image-tiles, it doesn't allow for their manipulation otherwise, except as a 'set' on a given face. -
Thinking loud again:
Wouldn't it be possible to "remap" tiled UVs?
For example, *(for simplicity I'll use some simple numbers),*If the entire face UVs are from 0 to 1 but the texture is tiled lets say 2 times.
Can't one divide the UVs so 0 to 0,5 and 0,5 to 1 are mapped differently?
Or create new UVs so 0 to 0,5 is now 0 to 1 and 0,5 to 1 is now for examle 1 to 0? -
@pixero said:
Can't one divide the UVs so 0 to 0,5 and 0,5 to 1 are mapped differently?
Or create new UVs so 0 to 0,5 is now 0 to 1 and 0,5 to 1 is now for examle 1 to 0?No - UVs in SketchUp are continuous. You can only specify anything from 1 to 4 sets of 3D<=>UV2D points. Only way is, as mentioned, to divide the face itself into smaller faces.
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OK, too bad.
Maybe one of you who plans on going to the BaseCamp could ask if they can't add some features to UVs so it would be possible.
Tiling textures are always a problem for large textured areas. -
Composite materials would be nice, with materials channels. Would benefit render engines as well.
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Procedurals...
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Procedurals cross my mind often in SU...
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Here is an idea. I noticed that tiling only occures on flat surface. Whan you add distortion with sandbox tools there is no tiling. The problem is how to transfer UVs from distorted surface to the flat one. With ttUVtools I saved UVs. Than with ttPlan tools I flattened the surface, than loaded UVs again. the resolt is non tiling flat surface!
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