# Seamless textures

In case you don't have textures for each board, but you have just a wood texture - you don't have to cut out each board out of it manually. [Floor Generator](https://blendermarket.com/products/floor-generator) will do it automatically.

You can apply any PBR material you have to your flooring (preferably a material with seamless texture) and just change Mapping vector input to the specific **Attribute**.

## Step 1

When you apply a common PBR material to the flooring it will be displayed as a solid color. Let's fix that in the next step. (Wireframe Overlay is visible)

<figure><img src="https://content.gitbook.com/content/sg8wgbCa5gHoFBgWbb5h/blobs/L5sdnqM9Z32sC298dVYf/012_SeamlessMaterial.jpg" alt=""><figcaption></figcaption></figure>

## Step 2

1. Delete *Texture Coordinate* Node.
2. Add *Attribute* Node.
3. Write "UVMap\_SL" in the *Attribute Name*.

It's done! You can already see how texture is distributed on the flooring.

<figure><img src="https://content.gitbook.com/content/sg8wgbCa5gHoFBgWbb5h/blobs/j4ttc8H5J2tRqMu02HQd/013_SeamlessMaterialAttribute.jpg" alt=""><figcaption></figcaption></figure>

## Step 3

Additionally you can use *"Col" Attribute* to ramdomize boards mixing different values of color, brightness, saturation etc. In this example boards are randomly darkened.

<figure><img src="https://content.gitbook.com/content/sg8wgbCa5gHoFBgWbb5h/blobs/6JYjxtdrxXCYSZLU3EEz/015_SeamlessMaterial_RandomDarken.jpg" alt=""><figcaption></figcaption></figure>

## Step 4

Set [Grout Material](https://nodecrafted.gitbook.io/floor-generator-3.0-manual/sections/materials/grout-material).
