Tiling in 3Dlight?
I wanted to adapt a shader to a large surface in 3dlight by tiling, but I can't seem to find how. There's a "map tiling U" and "map tiling V" under "UV maps" but changing numbers there doesn't seem to do anything. Is there an equivalent to Iray's "Geometry/Tiling" for 3Dlight?
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I am assuming that by "shader" you mean texture maps. Look under the Surfaces tab with your object or figure selected. Expand the surface view tree as needed, then select your surface there. The resulting right-hand pane will display the various channels available. Scroll down until you see Horizontal Tiles, Horizontal Offset, Vertical Tiles and Vertical Offset. Vertical and Horizontal Tiles should be self explanatory, the Offsets are just that - they allow you to move the tile placements vertically or horizontally on the surface. If you have multiple surfaces that all use the same maps, you can select them all at the same time and do them all at once.
With some 3dl shaders you won't be able to see the tiling effect until after you render.
Well, no. By "shader", I meant "shader", in fact. At least the surface (it's a ground) is listed under "shaders". Maybe it's in reality a texture, I don't know. Maybe I need to be more precise, because I might have more than one problem, here. Following an issue I had with a ground shader not at the correct scale, I beagan to use tiling when I had this problem. In this previous case, for instance, there were leaves on the ground that appeared gigantic, and the resulting "ground" looked more like a wallpaper. By using tiling on the surface, I brought back the leaves, plants, rocks, etc... on the ground to a normal scale and the ground looked like a ground. More or less, I was trying to do the same here, but there's no "horizontal tiles", vertical tiles" etc... options in this surface tab. So I assumed they were Iray shaders options and didn't exist for 3Dlight shaders, hence my question. The only options I have with the word "tile/tiling" are "map tiling U" and "map tiling V" under "UV maps".
In fact, it seems that partly what happens. I tried the "tilingU" and "tiling V" options on the surface, and it didn't change anything. After reading your message, I tried to render and indeed, after rendering the ground looks different for different values of "tiling U/V". However, it doesn't seem to do the same thing as changing the values for "horizontal tiles" and "vertical tiles" when this option exists.
How is it different? I thought the basic tiling settings were provided by DS, before the shader code, and should be available everywhere. The Iray Uber Base shader does give tiling as an image setting, and there are shaders which allow tiling of properties independently (so a grunge overlay can have a different repeat to the base, breaking up repetition)
I can't tell for sure if it's in fact different, because I can't compare with the "regular" tiling that doesn't appear. On top of it, I never used "tiling" in 3Dlight, so maybe it's different too for this reason. I expected in fact that people would know what is "map tiling U/V" under "UV maps" and what the difference was with "regular" tiling. Let's say that I can't discern any real feature on the ground, regardless of the value I put in this map tiling. But maybe it's how this ground is supposed to look like, I'm not even sure of that.
Which product is this in?
In "nature shaders" : https://www.daz3d.com/nature-shaders
Well, for some reason, I can't edit my post. So, no in fact it doesn't appear in "nature shaders". It was in the surface presets, no clue where it was coming from. I'll search for it.