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Unreal Shader Work on Repeating Grid Based Materials

I wanted to create a tile base material that I could scale endlessly and never see any repetition. The graph I made establishes a number of rows and columns, and randomly assigns translations to each square to shift what tiles show up for each piece, which is driven from the vector noise. In addition, each tile can rotate any number of quarter turns, which helps to add to variety, and breaks up the look when the same tiles end up close to each other.

This is the source material where is was made in Quixel mixer

This is the source material where is was made in Quixel mixer

I created a shader that eliminates all repetition for materials built around a grid pattern. This shows one UV space tiled 3 times.

I created a shader that eliminates all repetition for materials built around a grid pattern. This shows one UV space tiled 3 times.

This is the shader graph I made by combining a few techniques I found, please feel free to copy it yourself and ask any question if you need something explained!

This is the shader graph I made by combining a few techniques I found, please feel free to copy it yourself and ask any question if you need something explained!