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Floor Tiles
In: Generators
Description
The Floor Tiles filter breaks up the underlying material and converts it into an arrangement of Floor Tiles.
The images below show a concrete material converted into floor tiles with a checker pattern.
Parameters
Basic parameters
Random Seed:
The random seed determines the random values of other parameters that use randomness in this filter.Number of materials:
Change the number of materials to convert into floor tiles. The first material is determined by layers under the Floor Tiles filter layer. If selected, the second can be added as an inputInput Materials Intensity: 0-1
How much the details of the input materials will be visible in the tilesInvert Materials: Toggle
When using two materials, exchange where they appear in the tiles.Color variation: 0-1
How much the color varies between each tile of the same materialBevel Radius: 0-1
Size of the tile vs the size of the mortarBevel Depth: 0-1
Depth of the mortarBevel Roundness: 0-1
Determines the exterior angles of the tilesSurface Grain: 0-1
Determines how much the detail of the original material appears on the normal and height maps of the tilesPattern Mask: Input.
Each Floor Tiles pattern mask has a different set of parameters available. Here we only cover the parameters available for Square TileRandom seed
The random seed determines the random values of other parameters that use randomness in this filter.X Amount
Adjust the number of columns of tilesY Amount
Adjust the number of lines of tilesGradient
Adjusts the proportion of the size of the tile compared to the size of the mortar.Luminance Random
As luminance influences the height map, this parameter removes randomly some tilesPattern Rotation: 0-1
Rotates the angle of the tiles, keeping them away from each other to avoid superpositionShape Scale: 0-1
Adjusts the proportion of the size of the tile compared to the size of the mortar.Shape Scale Random
Adds randomly some difference in the size of the tilesShape Size
Adjust the length and width of the tilesShape Size Random
Add some randomness to the length and width of the tilesPosition Offset Mode: Dropdown list
Position Offset
Shifts randomly the tiles columns so the tiles are not horizontally alignedPosition Random
Positions the tiles randomy on the surface, with some potential superposition between the tilesShape Rotation
Rotate the angle of the tiles in the same direction, while keeping them as close as possible with potential superpositionShape Rotation Random
Randomely rotate the angle of the tiles, while keeping them as close as possible with potential superposition
Gap
Gap Color: color select
Change the color between tilesGap Roughness: 0-1
Change the roughness value of the material between tiles.Gap Metallic: 0-1
Change the metallic value of the material between tiles.Gap Height: 0-1
Change the height value of the material between tiles.Gap Irregularity: 0-1
Adjust how neatly the mortar will be applied between the tiles.
Age
Floor Tilt: 0-1
Add some tilt to random tilesHeight Random
Add a height difference between tiles in a random wayDirt: 0-1
Add dirt to the tiles and gapDamages: 0-1
Remove some shards from the edge of the bevel of each tiles, randomlyImperfections
Add small holes and imperfections in the tiles
Technical Parameters
Material Scale: 0-1
Scale of the material within the tilesNormal Intensity: 0-1
Adjust the intensity of the normal of the gap, the tiles and the material within
Usage Guide
The Floor Tiles filter lets you quickly convert your material into tiles. Most of the Floor Tiles filter is fairly straightforward to use, except when using multiple materials. To use two materials:
- Set Basic parameters > Number of materials to 2.
- Drag the second material into the input slot that has appeared under the Floor Tiles filter in the layer stack.
- Adjust the parameters of the input material until you're happy with the result.
While it is possible to add multiple materials and filters into a single input slot, it's generally a good idea to avoid doing this as it adds complexity and can make it harder to read your material when you come back to it later. Instead create new materials in your project and then drag an instance of your new material into the input slot. When you update the material in your project it will automatically update the material in the input slot, giving you full control and simplifying the layer stack.