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How Does It Work? TILE blends the edges of a Background texture to create a rectangular texture that can be seamlessly tiled both horizontally and vertically. The edge that is blended with can be replaced by linking the Edge parameter to a another tiling texture. This way, you can make multiple bitmaps that tile together and so can be randomly placed together. The Aspect Width and Aspect Height parameters define the relative width to height dimensions of the tile. The Aspect Width and Aspect Height values should match the pixel width and height of the rendered texture. The Blend Width parameter defines the width of the blend region from the edges of the tile towards the center. A Blend Width of 0% eliminates the blend region altogether, and, therefore, the Background texture won't tile. A Blend Width of 100% will blend all the way to the center of the tile. For best results, choose a Blend Width that matches the detail size of the texture you are blending. Since Blend Tile combines two textures on the edge and only one in the middle, you can often detect the edge regions of the resulting bitmap. The Extra Blend flag adds extra blending to the middle of the tile. This removes any clues as to where the edge of the tile is and is especially helpful for tiling distinct patterns like Tech. A very important rule about the TILE component is that it will not work if the component's transform has been modified in any way whatsoever. If a TILE component has a parent texture, the act of changing the transform of the parent texture may indirectly modify the transform of the TILE texture. The TILE's transform can be cleared by selecting the "Clear" button in the Transforms area of the TILE component editor. If a texture doesn't seem to be tiling correctly, this is probably the cause. Any area of the texture that is outside the valid tile region will show up as a grayscale check pattern for color and percent textures and as completely flat for bump textures. If these "invalid" regions appear in the preview image of the output renderer or in a rendered texture, either the aspect ratio values are incorrect or the transform of the TILE component needs to be cleared. With non-square aspect ratios, you will see the "invalid" pattern in the editor previews. Note that TILE will only work when rendered as a planar map. Hints! Linking the Blend Width to a percent Fractal noise component with its Low and High parameters set to reasonable blend width values can sometimes improve the quality of the tile by breaking up the blend. Smaller Blend Width values work better with high detail patterns and large Blend Width settings work well for low detail textures. |
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Darkling Simulations |