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  • Published 17 Apr 2025

BerconTile / CoronaTile-style Procedural Multi-Texture Material Support

In production rendering (especially archviz), it's common to use tools like CoronaTile or BerconTile in 3ds Max to distribute multiple bitmaps across a tiling pattern (bricks, tiles, etc.) with per-tile control over UV, hue, brightness, gamma, etc.

Blender’s Brick Texture node provides a great base procedural layout, but currently lacks the ability to assign bitmap IDs per tile and randomize based on that. You can emulate some of this using Geometry Nodes or image atlases, but it’s unnecessarily complex for most cases.

A built-in "Tile ID"-based input in the Brick Texture node, or a new MultiTile Texture node that allows:

A list of image textures to assign per tile

Built-in per-tile randomization of color/gamma

Alignment to the procedural tile layout

Displacement map control per tile

...would dramatically improve Blender’s shading capabilities, bringing it closer to feature parity with other industry-standard renderers.

This would be especially powerful if it worked entirely inside the Shader Editor, without needing Geometry Nodes.

The main reason for requesting such feature is, in Archviz artists often have to use real world samples instead of using something that looks about the same. This new feature if to be implemented would be immensely helpful

Thank you.

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Development Status: Open

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felix0
17 Apr 2025

1 Comment

silex

With upcoming node assets this should be made as an automated GN/Shader nodegroup.