[Released] Ultimate Tiling Control [Commercial]

Silas3DSilas3D Posts: 600

Happy New Year everyone!

One of the things I've wished was easier to do in Daz Studio is to change the tiling for individual texture maps when using a seamless/tileable shader. My latest product enables just that for any 'Iray Uber' based shader - most shaders available in the store use this.

Ultimate Tiling Control is an easy-to use, powerful script that will display tiling and offset options for the selected surfaces of a prop or figure that has the 'Iray Uber' shader applied.

When a texture map is detected, each property is output to its own clearly labelled group, with non-default values highlighted which is particularly useful for more complex shaders that have multiple maps.

Multiple applications for use, including fabric color scaling without changing bump/normal detail and simulated multi-layer effects. Global tiling and offset settings are also included.

Can even be used by shader creators to test scaling options or set instance tiling and offset for their own presets.

 

How to Use

  1. Select one or more surfaces on a single prop or figure

  2. Apply your desired 'Iray Uber' based tiling shader

  3. Run the script

  4. Change slider values as desired and press 'Accept' to close the dialog. You can also type values by clicking the current value - just make sure you click elsewhere or press Tab to commit new value as pressing Enter/Return will close the dialog.

 

Now available!

>>> https://www.daz3d.com/ultimate-tiling-control <<<

 

Update 16 Jan 2025

Following feedback, the product has been updated with the following bug fixes and features:

  • [Bug] Global tiling and offset fields were not showing up when their default values were set.
  • [Bug] Script was switching to texture shaded mode when a value was changed or Iray Preview checkbox unchecked, instead of respecting drawstyle on script launch eg Filament.
  • [Feature] Dialog is now resizable to accommodate larger screens and sliders and buttons will stretch horizontally. Dialog will reset to default size on next launch.
  • [Feature] Tiling increased from 50 to 100 as dialog is now resizable.
  • [Feature] Additional 'Basic' version of script has been added that enables horizontal/vertical tiling and offset to be controlled together (see additional promo attached). 
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Post edited by Silas3D on
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Comments

  • ElorElor Posts: 1,807

    Is it possible to have an option to set the tilling of the cutout opacity map ? (or maybe it's already possible in Daz Studio and I have missed the option)

    I don't have an example in mind right now, but I remember having some problem when I wanted to replace the textures of something, using tilable shader presets and ending with holes everywhere because the cutout opacity map was 'tiled' too. crying

  • Silas3DSilas3D Posts: 600
    @Elor yes, my script will show this as an option if the cutout opacity channel has a texture in it. The vast majority of mappable fields in the Iray Uber shader are supported :)
  • ElorElor Posts: 1,807

    Nice smiley

  • barbultbarbult Posts: 24,602

    We can already adjust individual map tiling and offset with the built-in Image Editor, by setting values in the Instance Tiling tab. So I assume this is a new interface to access multiple maps at once, to make the job faster and more efficient. If you have a lot of maps to change tiling on, that could save quite a bit of time and frustration.

    Screenshot 2024-12-31 232420.jpg
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  • Silas3DSilas3D Posts: 600
    @barbult you're correct, I've found a way to hook into the instance settings and put them in a single UI, so that multiple maps can be adjusted at the same time.
  • Silas3DSilas3D Posts: 600
    The forum still has this weird bug where attached images disappear from the main post, I've resaved so you should see an example of the UI now!
  • ZiconZicon Posts: 348

    Yes, please, and thank you. The number of times I have been loudly swearing while wanting something like this...

  • Silas3DSilas3D Posts: 600

    @Zicon hehe we've all been there! smiley

  • DoctorJellybeanDoctorJellybean Posts: 8,594

    As the UI has an Iray Preview checkbox, does it mean that the Iray Preview will be updated as soon as a change is made?

  • chris-2599934chris-2599934 Posts: 1,830

    It would be cool if it included a slider to change both X & Y tiling amounts at the same time. Sure, you need to be able to adjust them individually, but most of the time (I suspect) you want them o be the same.

  • Silas3DSilas3D Posts: 600

    DoctorJellybean said:

    As the UI has an Iray Preview checkbox, does it mean that the Iray Preview will be updated as soon as a change is made?

    Yes that's the correct - instance tiling is only visible in Iray preview which is why I added the checkbox. The only caveat is that making a tiling/offset change won't enable Iray preview, that has to be done with the checkbox if it's not active when the script is run.

  • DoctorJellybeanDoctorJellybean Posts: 8,594

    Silas3D said:

    DoctorJellybean said:

    As the UI has an Iray Preview checkbox, does it mean that the Iray Preview will be updated as soon as a change is made?

    Yes that's the correct - instance tiling is only visible in Iray preview which is why I added the checkbox. The only caveat is that making a tiling/offset change won't enable Iray preview, that has to be done with the checkbox if it's not active when the script is run.

    Great!

    In the store by the weekend then wink

  • Silas3DSilas3D Posts: 600
    edited January 3

    chris-2599934 said:

    It would be cool if it included a slider to change both X & Y tiling amounts at the same time. Sure, you need to be able to adjust them individually, but most of the time (I suspect) you want them o be the same.

    If the script does well then I could explore that as an update - I don't know how much effort will be involved given it will be a master slider that needs to control both hor/vert sliders, plus it will need to account for mismatched hor/vert values - on the face of it it may seem simple, but it actually introduces a fair bit of complexity hehe.

    Something else to add is that you don't have to use the sliders to adjust values, you can also left-click the current value and type in the desired value. Just make sure that you either click elsewhere or press Tab to commit value as pressing Enter/Return will close the dialog!

    Post edited by Silas3D on
  • Silas3DSilas3D Posts: 600

    @DoctorJellybean sooner than you may think wink

  • DoctorJellybeanDoctorJellybean Posts: 8,594

    Silas3D said:

    @DoctorJellybean sooner than you may think wink

    Indeed. In the store and purchased.

  • Silas3DSilas3D Posts: 600

    @DoctorJellybean thanks for the support smiley

  • KarenKaren Posts: 101

    I love it. Saves so much time and no more tedious try and error. smileyheart

  • Silas3DSilas3D Posts: 600

    @Karen thank you so much! laugh

  • James_HJames_H Posts: 1,042

    In my cart

  • Silas3DSilas3D Posts: 600

    @James_H thank you! laugh

  • DoctorJellybeanDoctorJellybean Posts: 8,594

    Two things I have noticed:

    1. If a texture's Horizontal and Vertical Tiles are set to 1, then there is no Global option in the UI. As soon as either of them are changed, then the Global option appears.
    2. The max setting for tiling in the UI is 50, in DS is seems to be limitless.
  • Silas3DSilas3D Posts: 600

    @Doctorjellybean thanks for the feedback - that first issue shouldn't be happening so will look into that. The second one is by design as if you don't restrict the min max values, especially when limited on space as in a dialog, then use of the slider is near impossible as it would jump too many values. As such I figured that 50 as an upper limit was reasonable, as most tiling presets out there on average go up to about 20.

  • Silas3DSilas3D Posts: 600

    @Doctorjellybean I've found the global option problem so I'll get this fixed in the script asap.

    @chris-2599934 I've found a workable solution for linked editing of Horizontal/Vertical tiling and offset which I can get done and submitted along with the above fix today - essentially it will be an addtional 'basic' script which will only show two columns instead of four, ie one for tiling and one for offset.

    Putting it in a separate script means there's no risk of breaking the existing one by introducing complex logic, but also means I can deliver the change quickly as i just need to strip out some code and tweak a few things so that both hor/vert pull from the same sliders. I'll also double the max tiling up to 100 as there will be more space to play with :)

  • DoctorJellybeanDoctorJellybean Posts: 8,594

    Silas3D said:

    @Doctorjellybean I've found the global option problem so I'll get this fixed in the script asap.

    @chris-2599934 I've found a workable solution for linked editing of Horizontal/Vertical tiling and offset which I can get done and submitted along with the above fix today - essentially it will be an addtional 'basic' script which will only show two columns instead of four, ie one for tiling and one for offset.

    Putting it in a separate script means there's no risk of breaking the existing one by introducing complex logic, but also means I can deliver the change quickly as i just need to strip out some code and tweak a few things so that both hor/vert pull from the same sliders. I'll also double the max tiling up to 100 as there will be more space to play with :)

    Thank you for your effort!

  • barbultbarbult Posts: 24,602

    Good and speedy customer service from PAs is always appreciated.

  • Silas3DSilas3D Posts: 600

    Thanks both, I do my best!

    The work on the extra script is mostly complete, I just need to test several different shaders to make sure its working as expected. Essentially it only reads the horizontal property values to display in the dialog, but sets values for vertical as well.

    With both this and the original script, the global tiling and offset fields should always be visible. Given the time of day here in the UK now I should have everything packaged and submitted by lunchtime tomorrow smiley

  • Silas3DSilas3D Posts: 600

    Update to product has now been submitted, hopefully it won't take too long to go live. Here's a sneak preview of the basic script UI in the darker theme
     

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  • DoctorJellybeanDoctorJellybean Posts: 8,594

    Thank you very much, looking forward to the update.

  • barbultbarbult Posts: 24,602
    Does this support tiling of fractional values? That is how I usually use instance tiling. If I apply a shader preset that loads with tiling 4, for example, but want to keep the original normal map size, to get seam and pocket details correct, I apply 1/4 to the normal map instance tiling.
  • barbultbarbult Posts: 24,602
    Can I type in a numeric value, or do I have to use the sliders?
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