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Custom Texturing (Advanced)

Introduction

We will be using a single material to texture your tiles with variation between them

If you uncheck the "Replace Material" parameter on any of the roof generators, you will see a different texture in the tiles that variates between them (they are not all the same) even if they are instances and use the same material

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This way you can use a single PBR or Procedural material to texture your tiles with variation between them

The original material is called "example_custom_material" can have a suffix (.001) if you added more instances of the roof tool.
The example has just one texture image but I will show you how you can setup a material using the same nodes and how to control them.

Original example material
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Here I used a moss wood pbr material to texture the regular clay tiles
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As you can see each tile has a different texture, color and variation.

This is how it would look without the custom material:
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Identifying the node setup elements

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  1. This is basically your UV Coordinate, you will plug it on any image texture node you want to use
  2. A parameter that increases the difference between tiles by offsetting the uv map randomly (at 0 all tiles will be the same)
  3. A random value between 0 and 1 for each tile

Creating a PBR Material

Using this we can now create a full PBR material for the tiles (this is the one I used in the moss wood tiles)

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Creating a Procedural Material

In my case I selected a procedural material from Sanctus Library and used the "import Material" button.
Then I copied the group node of that material and pasted it in the "example_custom_material"

Result

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Nodes

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  1. We use the vector to replace the one used by the procedural material
    Since the procedural material does not have access to the different tiles, we will create the color before and plug it into the color input to add variation and ambient occlusion.
  2. I'm using an Ambient Occlusion node to multiply the color
  3. This is where I set the actual material color and the factor is how strong the AO will be
  4. I'm multiplying the resulting color by a random value to add a bit more variation between tiles