Walls & Tiles | Omnitiles | Crossmap | Color Extract | Material Manager LE
NO MORE REPETITION
LARGE WALLS WITHOUT REPETITIVE TILING
When using standard bitmaps to create walls or floors, in most cases REPETITION will be visible, resulting in an unrealistic and unwanted effect in a image. Avoiding this repetition would require a very large bitmap, which again uses a lot of RAM in high resolution. Besides, such textures are difficult to get anyway.
Walls & Tiles uses random algorithms to distribute bricks or tiles in a pattern. Using this method not only SAVES RAM but it also avoids visible REPETITION, resulting in a more realistic look.
CHANGE BOND PATTERNS ON THE FLY
With Walls & Tiles you are not limited to the BOND PATTERN from your bitmap texture. You can choose from 16 different bond patterns for brick walls, tiled floors or interior wall tiles. With any set of brick or stone floor multi-textures, the patterns can be changed on the fly.
The included bond patterns offer a wide variety of standard bonds for many kinds of walls and floors, found in old ancient buildings, modern architecture, large buildings, standard houses and even interior floor tiles.
The integrated CUSTOM BOND can be used to create your own bond patterns, if required. More information can be found in the REFERENCE GUIDE.
… MORE RANDOMIZATION
OF COLOR, POSITION, SURFACE
Bricks can further be changed randomly: Diffuse maps can be varied by randomizing HUE, SATURATION, VALUE for every brick. BUMP levels, REFLECTION levels and DISPLACEMENT levels can be randomized to get more surface variation and ROTATION, SIZE, POSITION and WIDTH can be randomized to avoid straight lines.
As a result, even with few or even only one bitmap, a large random wall or floor can be created.
GRAPHICAL PATTERN EDITOR
FREELY CREATE YOUR OWN PATTERNS
Where standard patterns are simply not enough, OmniTiles comes into place. With the graphics pattern editor, it´s easy to create new patterns, based on rectangular shapes or by freely drawing new shapes.
Each shape represents a UV map and by arranging the shapes, new patterns evolve that build up to a new material, either with randomly distributed bitmaps using Crossmap, or by using the gradient edge map and procedural maps.
See how OmniTiles works (9 min.)
80 PATTERN PRESETS
OmniTiles Library with maps and materials
The included over 80 pattern presets will cover most pattern types and if you need more, you can create your own. You can either load patterns directly as pattern preset file into OmniTiles, but keep the used maps and loaded bitmaps, or you can load a pattern as map preset with Material Manager.
Material Manager is directly connected to OmniTiles so that loading, saving and maintaining materials is quick and easy. Forget about missing bitmaps, once you know the real benefits of Material Manager, you won´t want to live without it anymore.
NESTING OF MAPS
USE OMNITILES … IN OMNITILES … IN OMNITILES …
OmniTiles can be nested in itself, which means that you can use the same or different patterns in all shapes or each shape separately. This example uses the same pattern (Diagonal Tiles II) for one Shape of itself and again in itself. Another diagonal shape uses a Crossmap for the red stone tiles.
MATCH ANY TILE TO ANY SOURCE MAP
When using Crossmap as source for the shapes, you can match the loaded bitmaps to a source map with the COLOR MATCH feature of Crossmap. Just load a bitmap or a procedural map as Input Map, adjust average colors in Crossmap and create your own mosaic, based on any pattern, not only square tiles. Using a different set of bitmaps (e.g. 2 colors, 10 colors or 100 colors) in Crossmap will provide you with mosaic results never seen before.
Color & BITMAP Randomization
FROM ONE TO MANY
CROSSMAP doesn´t stop with multiple bitmaps. All bitmaps can further be varied by color using hue, saturation and value. This way it´s very easy to create random variation with only one or few bitmaps.
Globally Crossmap has color adjustments for all bitmaps together, including GAMMA, HUE, SATURATION, CONTRAST, EXPOSURE and BRIGHTNESS. Using these adjustments makes it easy to create bump, displacement or reflection maps from the source Crossmap using colored diffuse maps. Just copy the map to another layer, adjust the global colors and there you go.
RANDOMIZE BITMAPS ON ANYTHING
The Rich Color Enhancer
FROM PHOTOS TO COLORS
COLOR EXTRACT starts where one color ends. Any bitmap can be used to extract up to 100 most common colors from the bitmap. These colors can be used to randomize any material, map, object´s color or other map channel to enhance richness and create more variation in a scene. It´s as simple as loading a bitmap, assigning a distribution mode and rendering.
RANDOMIZE COLORS ON ANYTHING
MaxTiles development has been discontinued. Current owners of MaxTiles will be able to use their license until the end of the year 2021, including support for the User Library and Material Manager. 3Ds Max support has ended with Version 2021.
If you are looking for a solution to create flexible pattern wall and floor materials, please take a look at OmniTiles which we will continue to develop.More about Omnitiles