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ig.guidelines:material_creation

Creating tileable textures from reference images :D

Sometimes tiled textures are not provided or are not yet available. In these cases, it can be necessary to create your own textures from existing reference images.

Gimp

Method one: Map Filter

  • Choose a appropriate area of your reference image to use as a base. The section should be clear, with no blurriness and no harsh differences in lighting.
  • Cut it out to your preferred format. For most cases, this will be square. In Gimp, this can be done with the 'crop tool' or the shortcut shift + C. The desired size can be further adjusted In the tool options.

  • Click 'Filters' → 'Map' → 'Tile Seamless'. Your texture is now tileable.
  • Adjust the resolution as needed.

Method two: Clone tool

  • Click on 'Layer' → 'Transform' → 'Offset'
  • Click 'By width/2, height/2' and confirm with 'OK'

  • Select the 'Clone' tool (shortcut 'C') and choose a soft brush
  • Press Ctrl + LMB to select a source area around the seam that is similar to the one you want to blend it with.
  • The selected source area will move proportionally to your mouse, so you will have to alternate between selecting a source and blending the seam.
  • Repeat until all seams are blended and you are happy with the result.
  • Adjust the resolution as needed.

Checking the tiling in Gimp

  • Click 'Filters' → 'Map' → 'Tile' and set the size to be a couple of times larger than your texture.
  • This will create a new image which you can use to check the seamlessness.
  • The example shows a 2667×2667 texture tiled in a Canvas size of 8001×5334

IMGonline

  • Again, cut out a part of your reference image in the format you want your texture to be tileable in.
  • Upload your cut out part and adjust the settings to your liking.
  • Click 'OK'
  • You can now view and download the generated texture.
  • The site has a built-in option to tile the texture, where you can check the seamlessness.

How to Make a Texture Tileable in Substance Sampler Without Using AI

When creating tileable textures, it is advisable to minimize the use of AI, as it often alters details and results in a texture that no longer resembles the original. The texture import process should also avoid AI. While AI can generate a roughness map or a normal map from the texture, these are often unnecessary if the base color map is sufficiently strong.

In the following steps, care should be taken to preserve the defining characteristics of the texture, particularly its colors and shapes.

Step 1:

Drag and drop the image into Substance Sampler and click on Use as Bitmap. If you have multiple images of the texture taken from different angles, go to Texture Import and drag all the images into the tool—at least 4 images are recommended. Additionally, you can adjust the Patch Size.

Step 2:

It is important to change the output to Basecolor.

Step 3:

Various filters can now be applied depending on the texture. The following filters are generally available:

Crop:

Use this filter if you need to adjust the texture's framing. This should be the first operation performed before other filters.

Equalize:

This filter balances the brightness and contrast of the texture to create a more uniform look. I recommend setting the Radius value to 9, as this works well for most textures. Be cautious when using the Equalize filter, as it can remove structural details from the texture. Avoid enabling Keep Local Differences; while it can restore some structure, it may also introduce visible tiling artifacts.

Make it Tile or Tiling:

These filters help create seamless textures. Make it Tile provides more advanced options for controlling the tiling process, while Tiling is more straightforward. Choose the one that best suits your specific texture and workflow requirements.

Warp or Warp Transform:

Warp Transform provides more control for adjusting seams. It is important to note that Warp Transform should be applied below the Tiling filters and above the Equalize filter. The Warp filter can be used as a final step to introduce additional variation and enhance the tiling effect.

Nodes in Substance Designer

Transform 2D Node

The Transform 2D node in Substance Designer allows you to move, scale, and rotate textures on a 2D plane. It is particularly useful for aligning, enlarging, or rotating patterns.

This happens because Substance Designer has Tiling enabled by default to seamlessly fill the 2D space. When you scale a texture with the Transform 2D node and move it outside the UV space (0–1), the texture automatically tiles, as Substance Designer is optimized for procedural workflows.

The reason the texture may not remain seamless is due to edge transitions: if the texture wasn’t originally seamless, tiling will reveal visible seams at the borders. Even if the texture is seamless, scaling or rotations can introduce interpolation artifacts, causing small differences at the edges.

How to avoid this:

  1. Use the Make it Tile node to ensure your texture is seamless.
  2. Disable tiling by setting the area outside the texture to transparent or a solid color in the Transform 2D node.
  3. Avoid extreme scaling, as this can amplify artifacts.
  4. Only scale within the bounds of the texture area to prevent tiling issues.
ig.guidelines/material_creation.txt · Last modified: 2025/01/24 14:39 by ig_ar