The Black Friday Sale is here! Save up to 70% on select products now through December 2.

EXTILE BASE Non-repetitive tiling material

AlexandrosDemetriades - Feb 20, 2020

Eliminate repetitiveness on a variety of tiling textures.

On Sale:$29.99
$14.99Sign in to Buy
  • Supported Platforms
  • Supported Engine Versions
    4.24 - 4.25
  • Download Type
    Complete Project
    This product contains a full Unreal Engine project folder, complete with Config files, Content files and .uproject file, which can be used as a template to create a new project.

V.14 Cheap Organic randomization

V 1.3 Displacement Master with distance based tessellation parameters

V 1.2 More powerful organic texture randomization algorithm

V 1.1 New splat mask creator and new puddle parameters including visualizer for quick and easy placement.

* *

EXTILE eliminates ugly repetitiveness in tiling textures for both geometric and organic types by using different noise algorithms. It also allows you to add effects like dirt and Z-up procedural puddles, parallax occlusion and displacement, texture baking and more. By default the master material is set to work in world aligned space but can be switched to local coordinates. Its functionality has been dissected into modular functions letting you create your own non-repetitive materials. EXTILE can optionally work directly with the Megascan livelink.


Check out the more powerful EXTILE PLUS

Check out the procedural material EXGEN

Check out the prop material EXPROP

Technical Details

·        2 X Extile Master Materials

·        6 X Unique Layered Material Masters

·        14 X Material Instances

·        1 X Bake Texture Blueprint

·        20 X Material Functions including: geometric and organic texture randomization functions, puddles, procedural splat mask, WA coordinate function, multi-switch utility function and more.

Number of Texture sets: 8

Number of Texture masks: 4

Texture Resolutions: (2k and 4k)

Supported Development Platforms:

Windows: (Yes)

Documentation: Included in the project folder and in the project level itself.