How would I procedurally texture a marble tile floor without the texture spreading across every tile?





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up vote
5
down vote

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Basically I have a tile which I duplicated using an array modifier to make the floor:
tile floor



Then in the node editor I created a procedural marble texture using nodes and got this:



cycles material



The problem with this image is that it looks like the texture is spread across every tile, making it look unnatural. Is there a way to make the marble texture random for each tile?



Here is the blend file: http://pasteall.org/blend/index.php?id=50738










share|improve this question
























  • Are your tiles individual objects or are they different objects?
    – Eduardo Abreu
    Nov 18 at 19:37










  • ....in other words, would it matter to you if you had to apply the array modifier?
    – Robin Betts
    Nov 18 at 20:59










  • Also see this answer: blender.stackexchange.com/questions/28838/… for ideas
    – Dale Cieslak
    2 days ago












  • Please only use blend-exchange.giantcowfilms.com for the blend hosting. Using pasteall in six months your file will be gone, and the link dead.
    – David
    yesterday

















up vote
5
down vote

favorite
1












Basically I have a tile which I duplicated using an array modifier to make the floor:
tile floor



Then in the node editor I created a procedural marble texture using nodes and got this:



cycles material



The problem with this image is that it looks like the texture is spread across every tile, making it look unnatural. Is there a way to make the marble texture random for each tile?



Here is the blend file: http://pasteall.org/blend/index.php?id=50738










share|improve this question
























  • Are your tiles individual objects or are they different objects?
    – Eduardo Abreu
    Nov 18 at 19:37










  • ....in other words, would it matter to you if you had to apply the array modifier?
    – Robin Betts
    Nov 18 at 20:59










  • Also see this answer: blender.stackexchange.com/questions/28838/… for ideas
    – Dale Cieslak
    2 days ago












  • Please only use blend-exchange.giantcowfilms.com for the blend hosting. Using pasteall in six months your file will be gone, and the link dead.
    – David
    yesterday













up vote
5
down vote

favorite
1









up vote
5
down vote

favorite
1






1





Basically I have a tile which I duplicated using an array modifier to make the floor:
tile floor



Then in the node editor I created a procedural marble texture using nodes and got this:



cycles material



The problem with this image is that it looks like the texture is spread across every tile, making it look unnatural. Is there a way to make the marble texture random for each tile?



Here is the blend file: http://pasteall.org/blend/index.php?id=50738










share|improve this question















Basically I have a tile which I duplicated using an array modifier to make the floor:
tile floor



Then in the node editor I created a procedural marble texture using nodes and got this:



cycles material



The problem with this image is that it looks like the texture is spread across every tile, making it look unnatural. Is there a way to make the marble texture random for each tile?



Here is the blend file: http://pasteall.org/blend/index.php?id=50738







cycles materials procedural






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited yesterday









David

34.9k1690210




34.9k1690210










asked Nov 18 at 19:07









Funny1048

563




563












  • Are your tiles individual objects or are they different objects?
    – Eduardo Abreu
    Nov 18 at 19:37










  • ....in other words, would it matter to you if you had to apply the array modifier?
    – Robin Betts
    Nov 18 at 20:59










  • Also see this answer: blender.stackexchange.com/questions/28838/… for ideas
    – Dale Cieslak
    2 days ago












  • Please only use blend-exchange.giantcowfilms.com for the blend hosting. Using pasteall in six months your file will be gone, and the link dead.
    – David
    yesterday


















  • Are your tiles individual objects or are they different objects?
    – Eduardo Abreu
    Nov 18 at 19:37










  • ....in other words, would it matter to you if you had to apply the array modifier?
    – Robin Betts
    Nov 18 at 20:59










  • Also see this answer: blender.stackexchange.com/questions/28838/… for ideas
    – Dale Cieslak
    2 days ago












  • Please only use blend-exchange.giantcowfilms.com for the blend hosting. Using pasteall in six months your file will be gone, and the link dead.
    – David
    yesterday
















Are your tiles individual objects or are they different objects?
– Eduardo Abreu
Nov 18 at 19:37




Are your tiles individual objects or are they different objects?
– Eduardo Abreu
Nov 18 at 19:37












....in other words, would it matter to you if you had to apply the array modifier?
– Robin Betts
Nov 18 at 20:59




....in other words, would it matter to you if you had to apply the array modifier?
– Robin Betts
Nov 18 at 20:59












Also see this answer: blender.stackexchange.com/questions/28838/… for ideas
– Dale Cieslak
2 days ago






Also see this answer: blender.stackexchange.com/questions/28838/… for ideas
– Dale Cieslak
2 days ago














Please only use blend-exchange.giantcowfilms.com for the blend hosting. Using pasteall in six months your file will be gone, and the link dead.
– David
yesterday




Please only use blend-exchange.giantcowfilms.com for the blend hosting. Using pasteall in six months your file will be gone, and the link dead.
– David
yesterday










4 Answers
4






active

oldest

votes

















up vote
4
down vote













One way of doing this would be:



Separate all your tiles as a single object so you can use the Object info node random output in order the create a tile black and white mask:



Enter image description here



You can then create another wave texture and combine it with the one you already have using the tile mask as factor:



Enter image description here



You obviously need to change the texture coordinate of the second wave to create variation. Put a color ramp node and play with its value to have stronger difference:



Enter image description here



http://pasteall.org/blend/index.php?id=50740



As @robin betts points out in the comments, if you need to keep the array modifier you can duplicate the object, do the same process, and bake the mask into a file image. Or if you want to keep a "semi" procedural creation use dupliface instead of the array.



Enter image description here






share|improve this answer






























    up vote
    2
    down vote













    This method uses the array modifier, so you do not have to do any destructive editing to your object.



    Here I modeled a single tile and use two array modifiers to make the floor.
    Note the two extra vertices (highlighted in red) in the bottom left and top right corners of my tile. They are there to make the space around the tiles. It can be done in the array modifier, but doing it this way makes the nodes much easier (we do not have to worry about scaling the coordinates, or finding magic values).
    object set up for array modifier



    With the object out of the way, here is the material.
    (click for full size)cycles material nodes
    That all may look complex but it really is rather simple.
    First off you have to understand that the generated texture coordinates, go from 0 to 1 across the original object. The texture coordinates just get extrapolated out for the distance of the array modifier. (Which is why you were having the texture go across the whole floor.) In the top part of the node tree, the two Modulo nodes (math nodes with the operation set to Modulo) are what break up the texture coordinates for each tile.



    This is what it looks like with just the two Modulo nodes. Very repetitive, but we have tiles, well one tile.
    texture repeating on each tile

    That is half of the problem solved (by just four nodes).
    All that is left now is to randomize the location of the texture, so there can be more then one tile.



    To add randomness I'm distorting the texture coordinates with a Voronoi texture, but before that I'm distorting its coordinates. (This is the whole bottom part of the node tree.)
    highlighted nodes

    The four math nodes, in the blue, are to pixelate the Voronoi Texture so there is only one color per tile. That texture is what adds the variance. The way this works is the texture coordinates driving the voronoi texture get "Rounded" so instead of a nice gradient there is only one value. Thus only one point from the voronoi texture gets used.
    Here is what just the voronoi texture looks like after the texture coordinates get rounded.
    output of the voronoi texture

    Now on the other side of the voronoi texture I split the color, and use one channel for each the X and Y.The Math node set to multiply is to get bigger variance. Normally the color goes from zero (black) to one (white). Offsetting the texture by just one would not be enough. The value in this math node does not matter much, but I found it looks best when set to about the size of the array, in my case seven.



    Last step is to add the two separate coordinates together (the tiles and the randomness). That is done using a Vector Math node set to add.
    Vector Math node adding



    The final outcome. An empty bathroom, but with nice marble tile floor and a rubber duck.



    Here is the complete blend, minus the duck.






    share|improve this answer



















    • 1




      We need to talk about the ducks...
      – X-27
      yesterday










    • @X-27 "the ducks?" :)
      – David
      yesterday


















    up vote
    1
    down vote













    You can try the brick texture to separate each tile. Here, I tried editing your file to get something that you wanted.



    enter image description hereenter image description here








    share|improve this answer




























      up vote
      0
      down vote













      I was helping someone else with this issue a while ago so I'll be happy to elaborate.
      To change the colours and almost every setting, ONLY use the encircled Brick node.
      Node Setupt 1



      This setup will give you:
      enter image description here



      Simply change the colours in the circled brick node to suit your needs and the variation of colour and the patter colour will change. You can also try changing the distortion and scale values of the noise textures to suit your needs.
      If you want the file here's the drive link: Link






      share|improve this answer























        Your Answer





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        4 Answers
        4






        active

        oldest

        votes








        4 Answers
        4






        active

        oldest

        votes









        active

        oldest

        votes






        active

        oldest

        votes








        up vote
        4
        down vote













        One way of doing this would be:



        Separate all your tiles as a single object so you can use the Object info node random output in order the create a tile black and white mask:



        Enter image description here



        You can then create another wave texture and combine it with the one you already have using the tile mask as factor:



        Enter image description here



        You obviously need to change the texture coordinate of the second wave to create variation. Put a color ramp node and play with its value to have stronger difference:



        Enter image description here



        http://pasteall.org/blend/index.php?id=50740



        As @robin betts points out in the comments, if you need to keep the array modifier you can duplicate the object, do the same process, and bake the mask into a file image. Or if you want to keep a "semi" procedural creation use dupliface instead of the array.



        Enter image description here






        share|improve this answer



























          up vote
          4
          down vote













          One way of doing this would be:



          Separate all your tiles as a single object so you can use the Object info node random output in order the create a tile black and white mask:



          Enter image description here



          You can then create another wave texture and combine it with the one you already have using the tile mask as factor:



          Enter image description here



          You obviously need to change the texture coordinate of the second wave to create variation. Put a color ramp node and play with its value to have stronger difference:



          Enter image description here



          http://pasteall.org/blend/index.php?id=50740



          As @robin betts points out in the comments, if you need to keep the array modifier you can duplicate the object, do the same process, and bake the mask into a file image. Or if you want to keep a "semi" procedural creation use dupliface instead of the array.



          Enter image description here






          share|improve this answer

























            up vote
            4
            down vote










            up vote
            4
            down vote









            One way of doing this would be:



            Separate all your tiles as a single object so you can use the Object info node random output in order the create a tile black and white mask:



            Enter image description here



            You can then create another wave texture and combine it with the one you already have using the tile mask as factor:



            Enter image description here



            You obviously need to change the texture coordinate of the second wave to create variation. Put a color ramp node and play with its value to have stronger difference:



            Enter image description here



            http://pasteall.org/blend/index.php?id=50740



            As @robin betts points out in the comments, if you need to keep the array modifier you can duplicate the object, do the same process, and bake the mask into a file image. Or if you want to keep a "semi" procedural creation use dupliface instead of the array.



            Enter image description here






            share|improve this answer














            One way of doing this would be:



            Separate all your tiles as a single object so you can use the Object info node random output in order the create a tile black and white mask:



            Enter image description here



            You can then create another wave texture and combine it with the one you already have using the tile mask as factor:



            Enter image description here



            You obviously need to change the texture coordinate of the second wave to create variation. Put a color ramp node and play with its value to have stronger difference:



            Enter image description here



            http://pasteall.org/blend/index.php?id=50740



            As @robin betts points out in the comments, if you need to keep the array modifier you can duplicate the object, do the same process, and bake the mask into a file image. Or if you want to keep a "semi" procedural creation use dupliface instead of the array.



            Enter image description here







            share|improve this answer














            share|improve this answer



            share|improve this answer








            edited Nov 19 at 17:17

























            answered Nov 18 at 19:37









            Virgil Sisoe

            4788




            4788
























                up vote
                2
                down vote













                This method uses the array modifier, so you do not have to do any destructive editing to your object.



                Here I modeled a single tile and use two array modifiers to make the floor.
                Note the two extra vertices (highlighted in red) in the bottom left and top right corners of my tile. They are there to make the space around the tiles. It can be done in the array modifier, but doing it this way makes the nodes much easier (we do not have to worry about scaling the coordinates, or finding magic values).
                object set up for array modifier



                With the object out of the way, here is the material.
                (click for full size)cycles material nodes
                That all may look complex but it really is rather simple.
                First off you have to understand that the generated texture coordinates, go from 0 to 1 across the original object. The texture coordinates just get extrapolated out for the distance of the array modifier. (Which is why you were having the texture go across the whole floor.) In the top part of the node tree, the two Modulo nodes (math nodes with the operation set to Modulo) are what break up the texture coordinates for each tile.



                This is what it looks like with just the two Modulo nodes. Very repetitive, but we have tiles, well one tile.
                texture repeating on each tile

                That is half of the problem solved (by just four nodes).
                All that is left now is to randomize the location of the texture, so there can be more then one tile.



                To add randomness I'm distorting the texture coordinates with a Voronoi texture, but before that I'm distorting its coordinates. (This is the whole bottom part of the node tree.)
                highlighted nodes

                The four math nodes, in the blue, are to pixelate the Voronoi Texture so there is only one color per tile. That texture is what adds the variance. The way this works is the texture coordinates driving the voronoi texture get "Rounded" so instead of a nice gradient there is only one value. Thus only one point from the voronoi texture gets used.
                Here is what just the voronoi texture looks like after the texture coordinates get rounded.
                output of the voronoi texture

                Now on the other side of the voronoi texture I split the color, and use one channel for each the X and Y.The Math node set to multiply is to get bigger variance. Normally the color goes from zero (black) to one (white). Offsetting the texture by just one would not be enough. The value in this math node does not matter much, but I found it looks best when set to about the size of the array, in my case seven.



                Last step is to add the two separate coordinates together (the tiles and the randomness). That is done using a Vector Math node set to add.
                Vector Math node adding



                The final outcome. An empty bathroom, but with nice marble tile floor and a rubber duck.



                Here is the complete blend, minus the duck.






                share|improve this answer



















                • 1




                  We need to talk about the ducks...
                  – X-27
                  yesterday










                • @X-27 "the ducks?" :)
                  – David
                  yesterday















                up vote
                2
                down vote













                This method uses the array modifier, so you do not have to do any destructive editing to your object.



                Here I modeled a single tile and use two array modifiers to make the floor.
                Note the two extra vertices (highlighted in red) in the bottom left and top right corners of my tile. They are there to make the space around the tiles. It can be done in the array modifier, but doing it this way makes the nodes much easier (we do not have to worry about scaling the coordinates, or finding magic values).
                object set up for array modifier



                With the object out of the way, here is the material.
                (click for full size)cycles material nodes
                That all may look complex but it really is rather simple.
                First off you have to understand that the generated texture coordinates, go from 0 to 1 across the original object. The texture coordinates just get extrapolated out for the distance of the array modifier. (Which is why you were having the texture go across the whole floor.) In the top part of the node tree, the two Modulo nodes (math nodes with the operation set to Modulo) are what break up the texture coordinates for each tile.



                This is what it looks like with just the two Modulo nodes. Very repetitive, but we have tiles, well one tile.
                texture repeating on each tile

                That is half of the problem solved (by just four nodes).
                All that is left now is to randomize the location of the texture, so there can be more then one tile.



                To add randomness I'm distorting the texture coordinates with a Voronoi texture, but before that I'm distorting its coordinates. (This is the whole bottom part of the node tree.)
                highlighted nodes

                The four math nodes, in the blue, are to pixelate the Voronoi Texture so there is only one color per tile. That texture is what adds the variance. The way this works is the texture coordinates driving the voronoi texture get "Rounded" so instead of a nice gradient there is only one value. Thus only one point from the voronoi texture gets used.
                Here is what just the voronoi texture looks like after the texture coordinates get rounded.
                output of the voronoi texture

                Now on the other side of the voronoi texture I split the color, and use one channel for each the X and Y.The Math node set to multiply is to get bigger variance. Normally the color goes from zero (black) to one (white). Offsetting the texture by just one would not be enough. The value in this math node does not matter much, but I found it looks best when set to about the size of the array, in my case seven.



                Last step is to add the two separate coordinates together (the tiles and the randomness). That is done using a Vector Math node set to add.
                Vector Math node adding



                The final outcome. An empty bathroom, but with nice marble tile floor and a rubber duck.



                Here is the complete blend, minus the duck.






                share|improve this answer



















                • 1




                  We need to talk about the ducks...
                  – X-27
                  yesterday










                • @X-27 "the ducks?" :)
                  – David
                  yesterday













                up vote
                2
                down vote










                up vote
                2
                down vote









                This method uses the array modifier, so you do not have to do any destructive editing to your object.



                Here I modeled a single tile and use two array modifiers to make the floor.
                Note the two extra vertices (highlighted in red) in the bottom left and top right corners of my tile. They are there to make the space around the tiles. It can be done in the array modifier, but doing it this way makes the nodes much easier (we do not have to worry about scaling the coordinates, or finding magic values).
                object set up for array modifier



                With the object out of the way, here is the material.
                (click for full size)cycles material nodes
                That all may look complex but it really is rather simple.
                First off you have to understand that the generated texture coordinates, go from 0 to 1 across the original object. The texture coordinates just get extrapolated out for the distance of the array modifier. (Which is why you were having the texture go across the whole floor.) In the top part of the node tree, the two Modulo nodes (math nodes with the operation set to Modulo) are what break up the texture coordinates for each tile.



                This is what it looks like with just the two Modulo nodes. Very repetitive, but we have tiles, well one tile.
                texture repeating on each tile

                That is half of the problem solved (by just four nodes).
                All that is left now is to randomize the location of the texture, so there can be more then one tile.



                To add randomness I'm distorting the texture coordinates with a Voronoi texture, but before that I'm distorting its coordinates. (This is the whole bottom part of the node tree.)
                highlighted nodes

                The four math nodes, in the blue, are to pixelate the Voronoi Texture so there is only one color per tile. That texture is what adds the variance. The way this works is the texture coordinates driving the voronoi texture get "Rounded" so instead of a nice gradient there is only one value. Thus only one point from the voronoi texture gets used.
                Here is what just the voronoi texture looks like after the texture coordinates get rounded.
                output of the voronoi texture

                Now on the other side of the voronoi texture I split the color, and use one channel for each the X and Y.The Math node set to multiply is to get bigger variance. Normally the color goes from zero (black) to one (white). Offsetting the texture by just one would not be enough. The value in this math node does not matter much, but I found it looks best when set to about the size of the array, in my case seven.



                Last step is to add the two separate coordinates together (the tiles and the randomness). That is done using a Vector Math node set to add.
                Vector Math node adding



                The final outcome. An empty bathroom, but with nice marble tile floor and a rubber duck.



                Here is the complete blend, minus the duck.






                share|improve this answer














                This method uses the array modifier, so you do not have to do any destructive editing to your object.



                Here I modeled a single tile and use two array modifiers to make the floor.
                Note the two extra vertices (highlighted in red) in the bottom left and top right corners of my tile. They are there to make the space around the tiles. It can be done in the array modifier, but doing it this way makes the nodes much easier (we do not have to worry about scaling the coordinates, or finding magic values).
                object set up for array modifier



                With the object out of the way, here is the material.
                (click for full size)cycles material nodes
                That all may look complex but it really is rather simple.
                First off you have to understand that the generated texture coordinates, go from 0 to 1 across the original object. The texture coordinates just get extrapolated out for the distance of the array modifier. (Which is why you were having the texture go across the whole floor.) In the top part of the node tree, the two Modulo nodes (math nodes with the operation set to Modulo) are what break up the texture coordinates for each tile.



                This is what it looks like with just the two Modulo nodes. Very repetitive, but we have tiles, well one tile.
                texture repeating on each tile

                That is half of the problem solved (by just four nodes).
                All that is left now is to randomize the location of the texture, so there can be more then one tile.



                To add randomness I'm distorting the texture coordinates with a Voronoi texture, but before that I'm distorting its coordinates. (This is the whole bottom part of the node tree.)
                highlighted nodes

                The four math nodes, in the blue, are to pixelate the Voronoi Texture so there is only one color per tile. That texture is what adds the variance. The way this works is the texture coordinates driving the voronoi texture get "Rounded" so instead of a nice gradient there is only one value. Thus only one point from the voronoi texture gets used.
                Here is what just the voronoi texture looks like after the texture coordinates get rounded.
                output of the voronoi texture

                Now on the other side of the voronoi texture I split the color, and use one channel for each the X and Y.The Math node set to multiply is to get bigger variance. Normally the color goes from zero (black) to one (white). Offsetting the texture by just one would not be enough. The value in this math node does not matter much, but I found it looks best when set to about the size of the array, in my case seven.



                Last step is to add the two separate coordinates together (the tiles and the randomness). That is done using a Vector Math node set to add.
                Vector Math node adding



                The final outcome. An empty bathroom, but with nice marble tile floor and a rubber duck.



                Here is the complete blend, minus the duck.







                share|improve this answer














                share|improve this answer



                share|improve this answer








                edited yesterday

























                answered yesterday









                David

                34.9k1690210




                34.9k1690210








                • 1




                  We need to talk about the ducks...
                  – X-27
                  yesterday










                • @X-27 "the ducks?" :)
                  – David
                  yesterday














                • 1




                  We need to talk about the ducks...
                  – X-27
                  yesterday










                • @X-27 "the ducks?" :)
                  – David
                  yesterday








                1




                1




                We need to talk about the ducks...
                – X-27
                yesterday




                We need to talk about the ducks...
                – X-27
                yesterday












                @X-27 "the ducks?" :)
                – David
                yesterday




                @X-27 "the ducks?" :)
                – David
                yesterday










                up vote
                1
                down vote













                You can try the brick texture to separate each tile. Here, I tried editing your file to get something that you wanted.



                enter image description hereenter image description here








                share|improve this answer

























                  up vote
                  1
                  down vote













                  You can try the brick texture to separate each tile. Here, I tried editing your file to get something that you wanted.



                  enter image description hereenter image description here








                  share|improve this answer























                    up vote
                    1
                    down vote










                    up vote
                    1
                    down vote









                    You can try the brick texture to separate each tile. Here, I tried editing your file to get something that you wanted.



                    enter image description hereenter image description here








                    share|improve this answer












                    You can try the brick texture to separate each tile. Here, I tried editing your file to get something that you wanted.



                    enter image description hereenter image description here









                    share|improve this answer












                    share|improve this answer



                    share|improve this answer










                    answered Nov 18 at 22:30









                    kaisa

                    1515




                    1515






















                        up vote
                        0
                        down vote













                        I was helping someone else with this issue a while ago so I'll be happy to elaborate.
                        To change the colours and almost every setting, ONLY use the encircled Brick node.
                        Node Setupt 1



                        This setup will give you:
                        enter image description here



                        Simply change the colours in the circled brick node to suit your needs and the variation of colour and the patter colour will change. You can also try changing the distortion and scale values of the noise textures to suit your needs.
                        If you want the file here's the drive link: Link






                        share|improve this answer



























                          up vote
                          0
                          down vote













                          I was helping someone else with this issue a while ago so I'll be happy to elaborate.
                          To change the colours and almost every setting, ONLY use the encircled Brick node.
                          Node Setupt 1



                          This setup will give you:
                          enter image description here



                          Simply change the colours in the circled brick node to suit your needs and the variation of colour and the patter colour will change. You can also try changing the distortion and scale values of the noise textures to suit your needs.
                          If you want the file here's the drive link: Link






                          share|improve this answer

























                            up vote
                            0
                            down vote










                            up vote
                            0
                            down vote









                            I was helping someone else with this issue a while ago so I'll be happy to elaborate.
                            To change the colours and almost every setting, ONLY use the encircled Brick node.
                            Node Setupt 1



                            This setup will give you:
                            enter image description here



                            Simply change the colours in the circled brick node to suit your needs and the variation of colour and the patter colour will change. You can also try changing the distortion and scale values of the noise textures to suit your needs.
                            If you want the file here's the drive link: Link






                            share|improve this answer














                            I was helping someone else with this issue a while ago so I'll be happy to elaborate.
                            To change the colours and almost every setting, ONLY use the encircled Brick node.
                            Node Setupt 1



                            This setup will give you:
                            enter image description here



                            Simply change the colours in the circled brick node to suit your needs and the variation of colour and the patter colour will change. You can also try changing the distortion and scale values of the noise textures to suit your needs.
                            If you want the file here's the drive link: Link







                            share|improve this answer














                            share|improve this answer



                            share|improve this answer








                            edited Nov 19 at 21:46

























                            answered Nov 19 at 21:40









                            ParallelMayhem

                            559




                            559






























                                 

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