Create detiled textures from a tile texture

Maybe Texture.GenerateDetiledTexture(tile: Texture, size: Vector2, repeat: Vector2) or would a procedural texture be better?

size: output texture size
repeat: obvious

Approach #1:

Approach #2:

Approach #3:

Mix material example:

EDIT:
Implemented as procedural texture. I vote for this approach using proctex, the shader is subject to change.

class DetiledProceduralTexture extends BABYLON.ProceduralTexture {
    private _tile: BABYLON.Nullable<BABYLON.Texture> = null // tile textures
    private _repeat = new BABYLON.Vector2(1, 1) // repeat u, repeat v
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Approach 1 is good.
But with the mix of textures, it really pixelates a lot.
I would also like to see an approach that does not stretch the textures.

detiled :wink:

Is this post AI generated or what? :smiley:

1 Like

Especially since jamesoleg2 didn’t even vote.
I didn’t understand this post either.

1 Like

I voted +10 on this :slight_smile:

2 Likes