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LearningLightW
03-07-2008, 12:34 PM
I have a highway in my scene that's basically a long rectangle with a texture of a highway segment repeated many times. The only problem is you can see where the texture ends/begins. Any tips on how to get rid of this tile effect or how to make good cement in lightwave using procedural layers?

nemac4
03-07-2008, 01:01 PM
This should help:

http://www.gamasutra.com/features/20010523/hajba_01.htm

Cohen
03-07-2008, 01:57 PM
The first step is to make sure your texture is tile-able. There are mapping options in the texture tab for "mirror", "edge" etc, that can help in removing the seams depending on how dramatic they appear. Also, you could use a procedural(s) texture 'on-top' of your image map to dirty it up some. It could help in masking the seams and will also break the continuity of your image map.

inkpen3d
03-16-2008, 06:53 AM
Or you can rush out and purchase the latest issue of 3D World (while stocks last), which has luxology's ImageSynth Photoshop plugin on it's magazine disk (see also this thread http://www.newtek.com/forums/showthread.php?t=80644). ImageSynth generates tileable textures from images and has a high-pass filter option. As Darth Mole says in the referenced thread, it's worth buying that issue of 3D World for the plugin alone!

sadkkf
03-25-2008, 09:13 AM
I've used Xaos Tools's Total Xaos for a long time and love it. It contains a PS plugin called Terrazzo for creating tiles:

http://xaostools.stores.yahoo.net/terrazzoplugin1.html

Works great!

Yog
03-25-2008, 04:46 PM
Or you can rush out and purchase the latest issue of 3D World (while stocks last), which has luxology's ImageSynth Photoshop plugin on it's magazine disk
Wow, ImageSynth for free ! Now that's a must have issue to get. This plugin has been invaluable since I got it.

However, even with flawless tileable textures it is very hard to achieve a texture with no repeating patterns at all, especially if it is tiled many times.
One solution I use is to make two copies of the texture map in the Surface Editor, rotate the second instance through 45 degrees with maybe a bit of positional offset, then put a Turbulance proceedural on top set to "Alpha". This has the effect of mixing up the two textures in a totally random manner.