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Chris Colefax wrote:
> Yes, this is exactly what the first version of the Texture Tiler include
> file did (ie. use gradient blends), and some patterns don't blend well
> this way. The question, though, is how would you *expect* to blend a
> checker pattern that doesn't quite fit into the available space...?
>
> The good news is that the Tile Generator macro file offers plenty of
> other blending options. You could try the new blob tile, which allows
> you to blend textures/pigments mapped to tiled blobs, giving a more
> "organic" seam. Or, you could create a layered, random object tile that
> includes blue and white boxes (you won't get a regular checker pattern,
> but if that's all you want then you don't need the Texture Tiler or Tile
> Generator anyway!).
Wow, Kewl!! Chris Colefax actually had a message in my news thread!:D By the
way, thanks for everyone who replied to my post. This has helped alot, if only
pointing me in the directions I need to search further:)
John Shadow
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