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Avoiding tiling artefacts in large UV-maps


Michel Anders writes:


I would like to share an older but still useful technique to extend small textures to large uv-mapped objects while avoiding tiling artefacts. This is something that might be useful in situations where you have a good but small scale ground texture that you want to apply to a large field for example.

In this article I explain how this works and what the limitations are. A .blend file with the nodegroup that implements this feature is of course provided as well.


-- MIchel.

About Author

Michel Anders

Although a Blender user for over ten years, I have to admit that I am an enthusiastic but (very) mediocre artist at best. I discovered however that I really enjoyed helping people out with programming related questions and a couple of years ago when Packt Publishing was looking for authors on the BlenderArtists/Python forum I stepped in. So far this has resulted in several books: Blender 2.49 Scripting, Python 3 Web Development and recently I started self publishing books on Smashwords and Blender Market. The current list consists of: Creating Add-ons fro Blender, Open Shading Language for Blender and my latest: Blender Add-on Cookbook I maintain a blog on Blender related things, 'Small Blender Things' and I keep an eye on the coding forums at BlenderArtists where you can also contact me via private message if you like, my nickname there is 'varkenvarken'. Recently I started offering some Blender add-ons on BlenderMarket, the first one is called WeightLifter, a vertex group tool, which is now accompanied by Space Tree Pro, an environment aware tree modeler for ArchViz and IDMapper a tool to create ID maps easily for Substance painter. I live in a small converted farm in the southeast of the Netherlands where we raise goats for a hobby. We also keep a few chickens and the general management of the farm is left to our cats. This arrangement leaves me with with enough time to write the occasional book.

1 Comment

  1. Avoiding tiling artifacts? This avoids tiling repetition, but actually introduces tiling artifacts.. To avoid those tiling seams it solves it with blurring - what a blasphemy..

    The correct way to avoid tiling repetition is to use procedural noises or to combine multiple textures with different tile scaling. There are no tiling artifacts to be "avoid", just the repetition.

    Other methods might be: mixed vertex painting, using splat mats or decals. But not like this.

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