Cycles Rounded Tiles

by Duarte Ramos in Materials, Shaders, Textures

Which should I use the 2D or 3D version?

Should I use the 3D version or the 2D vweion on my Project?

Short Answer

Use the 2D version for UV Unwrapped meshes or flat objects, use 3D a for quick solution on 3D objects.

3D Version

The 3D version of the texture is more versatile, it is fully 3D volumetric texture. That means it will be correctly applied to both vertical and horizontal surfaces of an object simultaneously without unwrapping, multiple materials or complex node setups.

This can be useful for quickly texturing walls and floors simultaneously with the same material at once, no complex vector operations or unwrapping necessary.

It can also be useful for complex geometries and shapes without the need for unwrapping your mesh.

It has independent controls for dimensions on all three axis (width, length and height).

It comes at the expense of being slightly heavier to calculate and process, and being potentially more difficult to control, due to additional controls.

Since it may not properly alight with all the surfaces on all the axis of an object at the same time it may yield 'blank' or empty faces on certain situations.

2D Version

The 2D version is best for flat 2D like objects like plans, 2D Bezier curves, or for use with UV unwrapped objects.

For example floor planes, flat walls, unwrapped meshes that use a UV map type coordinate.

It is easier to control and slightly faster to calculate, and will apply well directly on simpler objects.

Since it is essentially a 2D texture it basically projects from one axis and will not work directly on multiple perpendicular surfaces of a 3D object (say like walls and floor).

It may appear "stretched" or tearing as if melting over the surface of a non flat or non-unwrapped mesh.

It can still be used and correctly mapped on 3D objects without unwrapping by using a Vector Mapping node.

Why are my Faces Are Blank?

This texture isn't working, some faces are blank!

I though this was a volumetric texture, why isn't it appearing on all faces?

I get squares instead of rounded rectangles on parts of the mesh!

Why is it only working on some faces?

The proportions/dimensions aren't correct

Due to the volumetric nature of the texture it is possible that the texture doesn't align properly to all faces at the same time, or can't possibly be correctly centered for the current object geometry on all axis simultaneously.

Some times the gap area between tiles aligns perfectly with a certain face or area yielding either an apparently blank face, or on certain cases orthogonal rectangles instead of rounded ones.

This can happen particularly when using a certain fixed metric where all faces and tile sizes align perfectly to an imaginary grid.

So how can I fix this?

You can counter this either by scaling your tiles in one, two or all axis, so that the gap no longer matches that face, or by adjusting width, length or height.

You can also adjus positioning by translating the texture using a Vector Transform node if you do not wish to alter the carefully crafted dimensions of your tiles.

If you still get blanks on your object then you are probably better off using the 2D version of the texture, either through properly UV unwrapping your texture, or alternatively using different mapping for each face.

What are those additional groups?

What are those additional groups?

What are Cycles Rounded Tiles - Circle XY , Cycles Rounded Tiles - Corner Circles or Cycles Rounded Tiles - Cross?

Should I append those additional groups too?

Can I remove them from my file?

Those groups are additional internal components of the main texture, they provide a way for it to work and eased the creation of the texture by recycling reusable modular components.

You don't need to worry much about them, they are appended/linked automatically with the main Cycles Rounded Tiles texture and should stick around as long as it is in use in your file.

Can I delete them?

No, you can not, as long as they are in use you should be unable to delete them. Blender prevents removing used datablocks by default, and if you did the rounded tiles texture would stop working properly anyway.

If you no longer use the Cycles Rounded Tiles texture in your file they should be discarded automatically.

Just erase all uses of the texture, save and reload Blender and they should be gone.

Can use them elsewhere/change them?

Sure, they can be recycled elsewhere if you know how to, it could yield interesting results.

You can append them independently on new files too. If you modify them in the same file you have the rounded tiles texture in use make sure you make a copy of the groups and rename them prior to modifying, so you don't risk breaking the inner workings of the original texture.

I still don't like them in my file, can I get rid of them?

If you don't want them around or find that the additional group names are polluting your file and/or your Add > Group menu you can manually enter the Cycles Rounded Tiles group and one by one ungroup every instance of those Nodegroups, so they are no longer used but the texture still works.

Make sure you start from the most nested occurrence to the least nested, to save repetition. Just be careful not to break it.