ReptileBlocks

Rep­tile­Blocks pro­ce­du­rally gen­er­ates tiled tex­tures with auto­matic vari­a­tion for indi­vid­ual tiles as well as dis­tinct objects.

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Its main pur­pose is to gen­er­ate pro­ce­dural build­ings but it could be used for var­i­ous other effects due to its agnos­tic design.
As the shad­ing is accom­plished pro­ce­du­rally, no unsightly tiling or rep­e­ti­tion will be vis­i­ble whatsoever.

Usage

If you’ve ever ren­dered a large city in 3D you’ll know how much work it can be to man­u­ally build the myr­iad dif­fer­ent build­ings and facades needed to instill the illu­sion of a nat­u­rally evolved urban area.

Rep­tile­Blocks facil­i­tates this task by remov­ing the need to come up with all the vari­a­tions on your own: Feed it a hand­ful of win­dow tex­tures and the shader will pro­ce­du­rally gen­er­ate cities of any size with diverse build­ings and even street lights and illu­mi­nated advertising.

The shader is par­tic­u­larly well suited for night scenes where much detail can be omit­ted and we can trick the viewer into believ­ing there’s more to the scene than meets the eye.

Reptile Shaders

Rep­tile was born out of the min­Shaders library and includes shaders that deal with pro­ce­du­rally gen­er­at­ing vari­a­tion and diversification.

In many shots an artist needs to cre­ate count­less vari­a­tions of a sin­gle shader so that every object looks slightly dif­fer­ent from the oth­ers. The Rep­tile shaders spare you the has­sle of man­u­ally cre­at­ing the ever so slight vari­a­tions by pro­ce­du­rally gen­er­at­ing any num­ber of per­mu­ta­tions of the object’s attrib­utes and by ran­dom­iz­ing tex­ture attributes.

ReptileScatter

Rep­tileScat­ter is a 2D tex­ture place­ment node that gen­er­ates vari­a­tion by ran­domly trans­lat­ing, rotat­ing, scal­ing, lay­er­ing and skip­ping UV coor­di­nates.

This shader is extremely use­ful when­ever you need to quickly apply tex­ture in a ran­domly scat­tered fash­ion, like autumn leaves on the ground, rocks and peb­bles in a land­scape scenery or beat-​​up areas on an oth­er­wise impec­ca­ble surface.

Usage

Using Rep­tileScat­ter is very sim­ple: Hook the node up to a tex­ture and you’re good to go! You can set how many times the tex­ture should be scat­tered across the sur­face area, whether it should be rotated or scaled and whether you’d like to use an alpha chan­nel for a stencil-​​like effect.

Rep­tileScat­ter works par­tic­u­larly well in com­bi­na­tion with min­Lay­ers for extra effect.