Floor and Tiles · Documentation
Mapping
How the tiles are unwrapped, and which map channel the coordinates go into.
The coordinates are laid in scene units. The top of each element is mapped in the element's own axes, so a plank's U runs along the plank whichever way it is turned, and the sides are unrolled along the edge, so a wood texture runs down the side the way the grain would. Everything in this rollout is applied on top of that, at the very end.
| Channel | Which map channel the coordinates go in. 1 by default, which is the channel a bitmap reads without being told. |
| One repeat per element | One repeat of the texture stretched over each tile, whatever its size, so a plank photo lands on the plank it was taken from and a picture six times wider than it is tall is not squeezed into a square. It is the element that gets one repeat, so a tile the wall cut in half gets the half of the picture it covers rather than the whole picture squeezed into the offcut. Off, the texture is laid in scene units and continues across tiles as if the floor were one sheet. |
| Repeat Every | With the box off: how far one repeat of the texture reaches, in scene units. Left at one unit a floor measured in centimetres would repeat every centimetre and read as noise; the default of 100 is a metre in a centimetre scene, which is the size a floor texture is normally drawn at. Greyed when the box is on. |
| Scale U / V, padlock | Repeats on top of that, each way. Locked, which is the default, V follows U and a repeat stays square, as a square texture needs. Negative mirrors. |
| Offset U / V | Slides the texture, measured in repeats rather than units: sliding by 1 puts it back where it started whatever the repeat is. |
| Flip U / Flip V | Mirrors it. |
| Shuffle per element | Gives every tile a random slide of the texture, so no two neighbours show the same part of the picture. Without it, a floor is one plank laid a thousand times, and every plank carries the same knot in the same place. The slide is hashed from the element's place in the pattern, so it does not crawl when the floor is resized. |
| Amount | How much of a repeat the shuffle may move by, as a percentage. 100% is anywhere in the picture; 10% is a nudge. |
The grout surface gets the same channel, laid flat in scene units over the whole floor, so a grout texture continues under the joints without a seam.
Two textures on one floor: the rollout writes one channel. For a second unwrap, say a dirt map in room space over a plank texture in plank space, put a UVW Map modifier on another channel above the object; the plugin's channel is left alone.