Creating Multiple Textures from One Shader and Single Image File! (Texture Atlas)

preview_player
Показать описание
In this Blender tips and tricks video, we take a look at how we can store a grid of textures that we can apply to duplicated objects. These textures can be pulled from the grid randomly or assigned manually. But in the end, only require a duplicated object and one texture!

**Ways to Support this Channel**
---------------------------------------------------------
Affiliate Links for Channel Sponsor XP-PEN
Рекомендации по теме
Комментарии
Автор

One texture to rule them all, One Random Number to find them, one Material to bring them all in blender bind them ;)

Mortom
Автор

You're too underrated... I hope to see you get more subscriptions. These videos are good

lostcrusader
Автор

I've been obsessing over Blender's texture atlas possibilities last 2 weeks, saw many formulas, and this is the most elegant, most efficient and instantly usable one! Dude YOU ROCK!

mythmakertheanimator
Автор

veeery cool ! TIP: no need to scale the UV "by hand", simply type 0.25 in the three "Scale" fields of the "Mapping" node!
additional tip for newbies: a blender cube usually has a "Cross" shaped UV layout by default which won't work here.
so to get the proper UV, select your cube, go into "Edit Mode", select all faces, then under "UV" select "Cube Projection".
every single cube face now fills all of 0-1 UV space. ;-)

dumpsky
Автор

Thank you so much for this tutorial. It has been incredibly helpful to me while working on commercial projects.

sam_pyrtuh
Автор

WOW. Finally an easy way(and creative) to place random textures in the same material. Thanks so much for this!

lucyfaire
Автор

Wow this helped me out, you are the man!

DigitalNeutrinos
Автор

This is awesome i was losing my mind on what to do to make the uv move snapping like this.
now i can finally do an eye sprite sheet animation on blender.
thank you very much

sabrinarc
Автор

Man!
That's just neat.. 😃
I like it..

AhmedNassef
Автор

Ah! Brilliant use of nodes, very good. Thanks.

enricovalenzaenv
Автор

After quite a few frustrations, I got this. I even scaled down the "cross" UV from a cube, so that it fits entirely into one square of the texture image. I then applied the same material to the cube, as to the planes. In this way I have cubes of random colors. Each cube is the same color on all six sides, but the color of the cube is picked from a random square of the texture. It could be any object. Ooo, you could use a torus, distribute them along a curve, and INSTANT low poly flower garland, with each being unique colors. Thanks!

Shakespeare
Автор

That's really clever how you used the white noise as random seed. It always bugged me that you don't have a seed with the random output by default. Great!

DanielPartzsch
Автор

Awesome!! I will need this for crowd creations.

activemotionpictures
Автор

Great way of randomize textures - THX !

MrBlendercross
Автор

Cool! I saw a similar process using a color ramp with 4 stops for the values (0, 0.25, etc). But this is more intuitive, and the white noise for an extra layer of randomness is gold 🐱. Thanks so much

mornariondart
Автор

Very interesting and useful approach, thanks again.

andreasqueitsch
Автор

Thank you for the clear explanations. I sometimes use this but never understand how it works especially the values in between 0 & 1.

EsesinforLearning
Автор

This is very cool tech, thanks for sharing!

janthummler
Автор

2:43 Now Imagine you want to tile that "yellow 1 block" multiple times inside that single face without bringing the entire texture inside that face, how would you do that?

DecimateCG
Автор

it is useful for squarish uv? I mean tilesheets or texture atlas? where in general lines you get a certain constraint to manage a uv-island inside a slot (1, 2, 3, 4) if you pass tru the slot. the image draw other number (other material) in 1 you can put bricks, in 2 put copper, 3 metal, 4 wood,

risingforce
join shbcf.ru