Change Changes the height of tiles in the affected columns.
When Per Column is a value greater than 1, the change appears every N columns: A value of 2 changes every second column, a value of three changes every third column and so on. When Per Column equals 1, every column changes. When Per Column equals 0, no columns change.
Per Column Specifies which columns to change.
When on, creates a custom pattern for columns, based on the values of Per Column and Change. Default=1.0.Ī value of 0.0 is a special case: When the Change value is 0.0, no tiles appears in that row, and the underlying material shows through. Values greater than 1.0 increase the width of tiles, and values less than 1.0 decrease it. A value of 1.0 is the default tile width.
Change Changes the width of tiles in the affected rows.
When Per Row is a value greater than 1, the change appears every N rows: A value of 2 changes every second row, a value of three changes every third row, and so on. When Per Row equals 1, every row changes.
Per Row Specifies which rows to change.
When on, creates a custom pattern for rows, based on the values of Per Row and Change. Note: This group of controls is enabled only when Custom Tiles is selected in Standard Controls rollout The grout shows through the holes.Ĭontrols the roughness of the edges of the grout. Sets the percentage of holes in the tiled surface caused by missing tiles. This value is locked by default to the horizontal gap, so that both values change as you edit one or the other. To unlock them, click the lock icon.Ĭontrols the vertical size of the grout between the tiles. This value is locked by default to the vertical gap, so that both values change as you edit one or the other. The checkbox controls whether the map is used or not.Ĭontrols the horizontal size of the grout between the tiles. Before a map is assigned, the label reads "None." When you click this button with a map assigned,ģds Max displays the rollout for the map. When off, the color of the grout is displayed, and clicking the color swatch displays theĪcts as a target where you drag and drop maps for the grout. When on, the texture is used as the grout pattern instead of the color swatch.
In the Stacking Layout group, align the tiles by using the Line Shift option.Ĭontrols the display of the current texture map for the grout.
Apply the new tile material to the selected faces on the top of the wall.
In the Advanced Controls rollout Tiles Setup group, adjust the horizontal and vertical count of the new material to match the side of the wall.
View the parameters for the copied Tiles map.
If you are using the Slate Material Editor, select the material node, choose Select Select Children ( Ctrl+C), then Shift+drag the material node to make a copy of the material and its maps. If you are using the Compact Material Editor, drag the wall’s tile material to an unused sample slot to duplicate it.
On the Modify panel, apply an Edit Mesh modifier to the object.
Select a wall object whose material uses a Tiles map.
Under Miscellaneous, you can vary the color of the tiles by using the Random Seed option.Įxample: To match the tiles on the top and side of a wall:.
You can also create missing bricks in the map by setting % Holes to a value above 0.
Under Grout Setup, adjust parameters for the texture of the grout, gap spacing between tiles, and roughness of the grout.
Also adjust Texture as well as Color and Fade Variance to fine-tune the appearance of the tiles. Visually scale the size of the tiles to your scene. The default is eight rows high, with three repeats of the pattern in each row. Under Tiles Setup, adjust Horizontal and Vertical Count.
On the Tiles map parameters Standard Controls rollout, use Preset Type to select the type of tiles for the wall.
On the Material Editor toolbar, click (Show Map In Viewport) to see the applied map.
Now the Tiles map is assigned to the material.
In the map list, select Tiles, then click OK.Īlternatively, use the Slate Material Editor to wire a Tiles map to the Diffuse Color component.
Click the Map button for Diffuse to display the Material/Map Browser.
On the Material Editor toolbar, click (Assign Material To Selection) to apply a Standard material to the wall.
Create a wall using a Box primitive, or use an existing surface in one of your scenes.