BerconTile Help
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Size This are pretty self explanatory. Size is global multiplier that affects the whole map. Tile width and height define the size of tile and edge width and height define the edges between tiles. These values are in same scale as Soften radius and Round radius. Its recommended that you dont use small values in tile width and height as they may cause artifacts especially when soften or corner radius is over half of either. |
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Patterns BerconTile offers you all common different tiling patterns in simple dropdown menu. You can futher customize them with Period and Offset parameters. For example, standard Stretcher Bond becomes Stack Bond with Offset #1 0.5 and visa versa. |
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Edges When you use Tile as bumpmap or for displacement you often don't want switch change from edge to tile because it causes artifacts and looks bad. However when using the Tile to diffuse you probably want to disable the Soften and leave Round Corners on so you get constant color over tiles. If Round radius is higher than Soften radius you get sharp transition on parts of the corners, the same effect you get when Round Corners is disabled. So try keep round higher than soften. See examples futher down. |
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UV Mapping You also map uv coordinates for each individual tile and rotate them independently either using presets or your own map. With map black means no rotation, middle gray is 180 degree rotation and white 360 degress. See examples futher down. |
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Variation and Colors You can vary the tile color using map. This map should be using same mapping channel as the Tile map, otherwise you'll run into artifacts and other problems. Variation type Color takes Color #1 straight from the map you are using in Variation and Mix type mixes Color #1 and Color #2 using your maps grayscale value. In this mode you can also adjust the strength of the mixing. See examples futher down. |
Examples Smooth/Rounded
| Rounded Corners OFF |
Rounded Corners ON |
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| Linear |
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| Round |
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| Smooth |
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Examples UV Mapping
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Gradient with UV mapping Above is the gradient map used as displacement. See how it creates nice variation as if tiles weren't set exactly straight. Bitmap with UV mapping On the right I've got Rotation set to 90 degress so I get my bitmap set in Color #1 rotated randomly 0, 90, 180 or 270 degrees. |
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Examples Variation
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Variation type color With variation type color you get the color straight from the map used. Make sure you are using same mapping coordinates as with tile map or you'll run into troubles. |
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Variation type mix Here I'm using the same map as above but instead with Mix variation, Color #1 being white and Edge being black. |