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MightyTiles
key features
reference guide
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MightyTiles
reference guide

This is the reference guide to the MightyTiles' user interface. In this section I will explain the MightyTiles texture map's settings and parameters. The MightyTiles texture map is located in the textures section of the material editor in 3ds Max. You will see two different texture maps there MightyTiles and MightyTilesSlave. I will explain the functionality of the MightyTilesSlave further below.
All information on this web site is subject to change without prior notice.

reference guide

Header
Header
This rollup is the MightyTiles' header. Here you change the global plugin settings by clicking the Settings button.
Info
Info
The Info rollup displays the total amount of memory the current MightyTiles texture is using and its number of tiles.
Common
Common
Here you can set the Aspect Ratio of the MightyTiles texture. For best results it should match the aspect ratio of the object's texture face the MightyTiles texture is on. In a future version of MightyTiles this parameter will automatically adapt to the underlying geometry. The parameter Rows lets you select the number of rows for the current texture. With Random Seed you change the random arrangement of the tiles in the texture. It also initializes as a seed all other randomization settings.
Bond Pattern
Bond Pattern
The Bond Pattern parameter lets you choose among 15 different patterns for arranging the tiles. To break up the strict arrangement use the Jitter Amount. In the example image random transformation the pattern used is Gothic Bond and the Jitter Amount equals 0,035. The image pattern variations shows three different bond patterns.
Common Mortar
Common Mortar (Mortar / Gaps)
In the Common Mortar box you set several mortar parameters. They influence both, the Original Mortar as the Procedural Mortar. The Horiz. Thick. and Vert. Thick. change the mortar's thickness (gap between the tile bitmaps) horizontally and vertically. You change the mortar's specular color with Mortar Spec. Color. Here you can either select a color or on other texture. Mortar Reflectivity controls the amount of reflectivity the mortar has. The tile bitmaps always contain a mortar border. With the alpha map supplied you can cut away this mortar and make use of the procedural mortar only. With the parameter Blend Mortar you can blend between the bitmap mortar and the procedural mortar. If one or both thickness parameters are set, then the space between two adjacent tiles is filled with procedural mortar. A value of 0,0 uses completely the mortar in the bitmap, resulting in a hard edge between the bitmap and the procedural mortar. A value between 0,0 and 1,0, e.g. 0,5, provides a smooth transition between the bitmap mortar and the procedural mortar. A value of 1,0 completely removes the bitmap mortar and replaces it by the procedural mortar only. This also holds when there is no spacing (both thickness values set to 0,0) between adjacent tiles.
Original Mortar
Original Mortar (Mortar / Gaps)
For the Original Mortar (the mortar border in the tile bitmap) you can modify its color with the parameter HSV Modifier. You can also adjust the bump and displacement value of the original mortar with Mortar Bump / Disp. A value of 0,0 results in no bump and displacement. Bigger values will increase the bump and displacement.
Procedural Mortar
Procedural Mortar (Mortar / Gaps)
The Procedural Mortar provides an artificial mortar based on Perlin-noise. The parameters Persistence and Noise Level Start let you control the Perlin-noise. You can choose a color for the mortar or even a texture with Mortar Color. The two parameters for Color Value Range let you cut out the color's value range you would like to use. E.g. consider a gray only mortar. With 0,2 and 1,0 you tell that only color values lighter than 0,2 but less than 1,0 should be taken. 0,8 and 1,0 will result in a very very light mortar. The Color Value Range influences both, the mortar color and its texture. Mortar Bump / Disp. acts the same way as in the original mortar settings.
Tiles
Tiles
The Tiles rollup is where you select your desired set of tile bitmaps for the texture. With the add button button you add a new tile set. To remove a tile set click on the delete button button. The Load button lets you load a predefined tile set from your tile set library. To modify a tile set click on the button displaying the tile bitmap or showing the label Tile / Tile Preview. This will open the TileDesigner.
Bump
Bump (Surface)
The surface of each MightyTiles texture can be modified via random parameters for the three categories: bump mapping, displacement, and reflection.
In the Bump box you specify the bumpiness of the texture. Each tile has its own bump map bitmap. You can open the TileDesigner an check the bump map for each tile. Max. Bump Value controls the global bump amount for the entire texture. Bump Variance controls the deviation from the Max. Bump Value, e.g. when Max. Bump Value is set to 4,0 and Bump Variance to 0,4 the bump value for each tile varies between 2,4 and 4,0. With Tilt Tile the inclination of a tile varies in x- and y- direction. Global Add adds a constant value to each tile. Random Add adds a random value between 0,0 and the value chosen to each tile.
Displacement
Displacement (Surface)
In the Displacement box you modify the displacement map of the texture. Each tile has its own displacement map bitmap. You can open the TileDesigner an check the displacement map for each tile. Max. Disp. Value controls the global amount of displacement for the entire texture. Disp. Variance controls the deviation from the Max. Disp. Value, e.g. when Max. Disp. Value is set to 3,0 and Bump Variance to 0,5 the displacement value for each tile varies between 1,5 and 3,0. With Tilt Tile the inclination of a tile varies in x- and y- direction. Global Add adds a constant value to each tile. Random Add adds a random value between 0,0 and the value chosen to each tile.
Reflection
Reflection (Surface)
The parameters in the Reflection box control the reflection behaviour for the entire texture and for each tile. Each tile has with its own reflection map bitmap. Have a look at the tile's reflection map in the TileDesigner. Max. Refl. Value controls the global amount of reflection for the entire texture. Refl. Variance controls the random deviation from the Max. Refl. Value for each tile, e.g. when Max. Refl. Value is set to 1,0 and Refl. Variance to 0,5 the reflection value for each tile varies between 0,5 and 1,0. With UV Flow the reflections flow for a tile varies in x- and y- direction. Global Add adds a constant value to each tile. Random Add adds a random value between 0,0 and the value chosen to each tile.
Mirror tiles
Mirror tiles (Randomization)
The Randomization rollup contains parameters for modifying a tile's transformation and color.
The first parameter Mirror Tiles tells MightyTiles to randomly flip the tiles along the x- and y-axis.
Transformation
Transformation (Randomization)
The Transformation box' parameters let you modify for each tile its position, rotation, and size. These transformations are only applicable if the mortar thicknesses do not equal 0,0 (>0,0).
Position varies the position of a tile along its x- and y-axis in the range of the mortar's thicknesses. E.g. if both mortar thicknesses were set to 0,4 and Position to 0,5, then the tile can change its post ion along the x- and y-axis in the range of -0,1 and +0,1.
Rotation rotates each tile randomly to the left or right. Attention: if you choose the parameter too big, the rotated tile will be clipped by its surrounding tiles!
Scale randomly changes the tile's size in the range given by the mortar thicknesses, like the Position parameter does.
In the image random transformation you see these parameters in action.
Color control
Color control (Randomization)
You can randomly change each tile's color with the Color Control box' parameters.
Hue changes tile's hue value. If negative the hue will be changed to a lower value and if positive to a higher hue value.
Saturation modifies the tile's color saturation. A strong negative value will result in a nearly black and white colored tile while a strong positive value will create strong colors.
Value allows to darken or lighten the tile's colors.
The results of these parameters are shown in the image random color. The left side of the image shows the original bitmaps with parameters set to "0.0" whereas the right side of the image has parameters set to "0.1" to "0.2".
Image-based color control
Image-based color control (Randomization)
With the Image Based Color Control you can decide exactly which tiles will be modified and how they will change their color. With Use Image Based Color Control you can switch it on and off.
The Map parameter lets you choose a texture for the image based color control. This can be a bitmap or a procedural texture or whatever you want. Each pixel in the map will influence the colors of each pixel of each tile.
Opacity lets you choose the strength of the influence. 0,0 does nothing and 1,0 will completely override the tiles colors. 0,5 will be a mixture of 50% tile color and 50% image color.
If you select Mosaic the average color of the pixels covered by a single tile will be used to modify the tile's color. Else each pixel of the tile will be modified by the map's pixel color value.
Map Sample Size lets you control the map's resolution in pixel along x- and y-axis. A value of 64 will create a map with 64x64 pixels in size.
Plugin settings
Plugin settings
The "Plugin settings" (click on the image left to enlarge) lets you configure global settings for the plugin.
With Library Path you choose the location of your MightyTiles tile set library.
Tile Group affects the column showing all tiles in a tile set in the TileDesigner window. It lets you decide whether this column will be show or hidden by default. This is the very right column of the TileDesigner window.
If Bitmap paths is activated MightyTiles saves all bitmaps residing in the library with relative paths. This has the advantage that you are able to move the entire library to what location you ever want. You only have to adapt the Library Path and all your tile bitmaps will be found automatically. If deactivated, MightyTiles saves the full path for every bitmap. If you move the library the bitmaps can not be found and their paths have to adapted within 3ds Max' AssetTracker.
ini file concerns render node installations. You can configure the library path for the render nodes in a workstation installation, save these settings to the ini file and copy it to your render node installation. The ini file path is: "<path to 3ds Max installation>\plugins\MightyTiles\MightyTilesRN_cfg.ini".
TileDesigner
TileDesigner
The TileDesigner (click on the image left to enlarge) lets you modify existing tile sets or create new tile sets. Each tile set can also be saved as a preset for your tile set library. MightyTiles comes already with a small library of tile sets. You can extend or modify it as you like.

Creating a new tile set
To create a new tile set click the add button button as described in Tiles section. Now click in the Tiles rollup on the Tile / Tile Preview button to bring up the TileDesigner window. With the parameter Group name you can name your tile set. This name will also appear in the Tiles rollup.

Add a tile and its bitmaps
To add a tile just click the Add button located at bottom right of the TileDesigner window. An new entry will appear on the right side in the list of tiles. To add the tile's diffuse bitmap click on the load diffuse bitmap button. The button will then display the loaded bitmap. With the same action you can add the following maps: alpha, bump, reflection, and displacement. To change the bitmap for any map, just click on the button that now displays the bitmap. To delete a map click on the button with the red cross. A diffuse bitmap is required so you can not delete it. You can just override it by clicking on the button displaying the diffuse bitmap. You can name every tile with parameter Tile name.

Adapt a tile's frequency within the set
You can change the frequency/probability of each tile separately with the Frequency parameter.
E.g. consider we have three (3) tiles:
1. example case: if every tile should appear with the same frequency just set Frequency for each tile to 1,0.
2. example case: the probability of the first tile should be 50%, the second 25% and the third 25%. Set the Frequency for the first tile to 2,0, for the second choose 1,0, and for the third also 1,0. The following parameters will have the same effect: 4,0 for the first, 2,0 for the second and 2,0 for the last tile. As you see, you just describe the ratio of appearance for the tiles. The first tile is two times more frequent than the second and the third. But the second tile is as frequent as the third tile.

Saving your tile set
You can save your tile set in three different ways:
  1. save your tile set to the scene only: if you click the Ok button your tile set will be saved to the scene only! You can only access it from inside your scene. The Ok button also closes the TileDesigner window.
  2. work within the same preset: by clicking the Save preset button your tile set will be written back to the library if it originates from the library, else you will be asked to give it a new name. This is useful when you work in the same tile set. Attention: all new bitmaps will be copied to the folder where your preset is located!
  3. save a new preset: when you click Save preset as... you will be asked to choose a folder and a name for your new preset. Attention: all bitmaps will be saved to this new location!

Attention: the attributes presently have no meaning. They are relicts form ancient days :-)