tiling normal maps

tiling just the normal map

is there still no way to do that ?

Comments

  • FishtalesFishtales Posts: 6,161

    Try clicking the map and open the LIE and tile it there. I do it with Displacement maps to thicken hair or even make it sparse.

  • jestmartjestmart Posts: 4,449

    For Iray it is the Image Editor option you want.

  • FishtalesFishtales Posts: 6,161
    jestmart said:

    For Iray it is the Image Editor option you want.

    That's it yes

    II was, still am 22 hours and counting, running a render and couldn't look laugh

  • RuphussRuphuss Posts: 2,631

    thank you all

    so the tiling sliders are still for the base texture only

  • FishtalesFishtales Posts: 6,161
    Fishtales said:

    Try clicking the map and open the LIE and tile it there. I do it with Displacement maps to thicken hair or even make it sparse.

    Wrong maps, now that I have access to the program, it is the Cutout Opacity maps not the Displacement maps.frown

  • JonnyRayJonnyRay Posts: 1,744
    Ruphuss said:

    thank you all

    so the tiling sliders are still for the base texture only

    The tiling sliders add tiles for the whole shader. Every map is passed through the tiling module before it is fed to the other parts of the shader code. If you want to only tile a single map independent of the other maps in the shader, then you have to use the Image Editor to do it.

  • ToborTobor Posts: 2,300

    What hasn't been mentioned is that the LIE doesn't produce permanent textures, and as a graphics program it's the slowest one on the planet.  Every time you reopen that scene the LIE goes through its process of reconstructing the element. You have two options:

    1. After you have created the texture in the LIE, go to the temp folder where the temporary texture resides, move it somewhere, and then point the shader to use the now-permanent version.

    2. Just do it in an image editing program. If you have Photoshop or GIMP (all CG artists should have one of these or something similar) tiling and scaling are standard jobs. Save the texture, point to it in the shader, and you're done.

     

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