Floor Generator 2.0 Manual
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  • 👋GETTING STARTED
    • About Floor Generator
    • Installing Floor Generator
    • How to use
  • 🛠️Sections
    • Materials
      • MultiTexture
      • Seamless textures
      • UV Mapping
      • Grout Material
      • Bevel Mask
    • Parameters
      • Length/Width
      • Radius (Hexagon)
      • Grout Len/Wid
      • Parallel Boards (Herringbone)
      • Angle (Chevron)
      • Sub Boards (Basket Weave)
      • Grout Mesh/Depth
      • Min/Max Offset
      • Extrude
      • Bevel
      • Direction
      • Tilt
      • Clapboard
      • Seed
      • Offset X/Y
      • Remove Small
      • Randomization
  • ⚡Tips & Tricks
    • Add Multiple Images
    • Link Active to Selected
    • Lazy Connect
    • Export Mesh
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  1. Sections
  2. Materials

MultiTexture

MultiTexture Material explained.

PreviousMaterialsNextSeamless textures

Last updated 5 months ago

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MultiTexture is a shader Node which was developed exclusively for . It allows to distribute randomly up to 16 textures on every board/tile.

The easiest way to create a MultiTexture Material is to take the one you get with the Floor Generator and edit it.

Step 1

Create a new Material and add a MultiTexture Node to it. If you connect one of the output of the MultiTexture Node to Base Color you will already see how inputs of the MultiTexture Node are distributing between boards/tiles.

Step 2

Add your board/tile textures to the Shader Editor (Shift-A -> Texture -> Multiple Images).

Step 3

Add Mapping Nodes to the textures.

Step 4

Step 5

Step 6

It is also possible to randomize boards using "Col" Attribute. In this example boards are randomly darkened using Mix Corol Node. You can use "Col" Attribute as a Factor Input to Mask boards randomly.

Step 7

If you also have boards Normal Maps you can link them to the duplicated MultiTexture. They will match Base Color Maps.

Don't forget that Normal Maps should have Non-Color Color Space to work correct.

Step 8

For next steps it is necessary to have add-on enabled!

Select one of the texture and press or just add a . Select all textures and Mapping Node so that it stays active (last selected) - press - that will connect all textures vector inputs to the Mapping Node output.

Now it is necessary to link an to the Mapping Node Vector input. Attribute Name should be "uv_map".

Connect all textures to the inputs of the MultiTexture Node. Use (Alt-RMB-drag) to speed up the process. It is OK if some inputs of the MultiTexture are empty, just use then the correct output.

Set .

🛠️
Node Wrangler
Ctrl-T
Mapping Node
K
Attribute Node
Lazy Connect
Grout Material
Floor Generator