BerconTile & Displacement
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Displacement with BerconTile
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The start We'll start with all default parameters except whats show in red on the picture. We put standard BerconGradient on the Color #1 slot, just change the mapping type to Explicit Mapping from the coordinates rollout. We'll also enable the Map UV channel option. What this does is overrides your objects UVW mapping for the selected channel. As you can see below each tile now has gradient running in them. Since this tutorial is about displacement all examples also show the displaced version. |
| Diffuse | Displacement |
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Its all about randomness As you can see this in itself is not very practical. Perhaps it could be used for roof tiles? The nice part comes from being able to rotate the UVW channel either in specific degrees, totally randomly or based on map. Lets choose the Random option for this example. |
| Diffuse | Displacement |
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Different kind of variation Lets forget the the gradient for a while and switch our Variation type from None to Color. Then put BerconNoise map into variation slot. Use small size values (0.0033 etc.) and you should get something like below. Each tile gets random shade of gray. |
| Diffuse | Displacement |
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Mixing is the key Now we'll mix these two effects by changing Variation type to Mix and setting the mix amount to 1.0. For following example I also changed the Gradient in Color #1 slot from 50% gray to white instead of black to white so its effect is not so dominant. At the bottom row I've used BerconGradient with Spiral type with Map mode in the UVW rotation. You can control the rotation with any map. black being no rotation at all and white results in 360 degrees so 50% gray would be 180 degrees. |
| Diffuse | Displacement |
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| Diffuse (Spiral gradient in UVW Map) | Displacement (Spiral gradient in UVW Map) |
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| This concludes the demonstration of BerconTile maps displacement capabilities |
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