I realized that I needed a pavement texture for Dundjinni, that looked a little ruined, but not as destroyed as the ones I already have, and I also needed it to be multi tiled, which the existing ones for FilterForge didn’t do well, so here wo go.
Let’s start up FilterForge, and create a new filter.
We start with creating the basic setup for setting the stone pavement texture, using two Color inputs and a Stones.
The Stones noise is setup this way:
Now, we create a new kit for setting the Mortar color, or this isn’t really mortar, it is the underlaying sand that will come up between some of the tiles, but we call it Mortar as this is what it is mostly like. Using two Color selectors, a Cells and a Perlin Noise, we can create a rather satisfying mortar. The output from the Cells drives the Noise input of the Perlin Noise, and the Mortar Base Color drives the Background input if the Perlin Noise.
And this is how the Cells and the Perlin Noise are all setup:
Ok, we got some patterns to use for building our texture, but whats more? To create some tiles, we will use the Tiles component, and we will use multiple Tiles components and mix the results together, to achieve the effect we are looking for.
As you can see, the Tiles component will fill a few tiles, leaving others blank, the component is setup like this:
As you can see, it is setup to generate maximum randomness for the tiles using the H,L,S settings all maxed out. The Repeat input will later be connected to s Integer Slider. Let’s save the filter, and call it Bad Pavements.
So, this is all for today, tomorrow we will continue to see where this tile will take us.
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