FlyScript
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| Joined: 05 Aug 2010 |
| Total Posts: 2884 |
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| 26 May 2015 04:39 PM |
http://gyazo.com/dfb74a25d38c4a390c611709568e5257
I'm sure I remember a blog article... |
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 26 May 2015 04:55 PM |
| Can't be bothered to look do you mean decals? |
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FlyScript
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| Joined: 05 Aug 2010 |
| Total Posts: 2884 |
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| 26 May 2015 04:56 PM |
| Nope. Take a look eL, it's slate. The other textures all do it too :/ |
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FlyScript
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| Joined: 05 Aug 2010 |
| Total Posts: 2884 |
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| 26 May 2015 04:57 PM |
| Maybe I just reached some sort of limit? It's a fairly big brick, but the width of each repeat is like 30 studs at most. |
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 26 May 2015 05:07 PM |
| That's always how it's been since 2010. |
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FlyScript
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| Joined: 05 Aug 2010 |
| Total Posts: 2884 |
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| 26 May 2015 06:14 PM |
Found it.
http://blog.roblox.com/2014/12/the-rendering-team-closes-2014-with-a-boom/
Who names their rendering system "wang"? |
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 26 May 2015 06:25 PM |
| "Wang tiles (or Wang dominoes), first proposed by mathematician, logician, and philosopher Hao Wang in 1961, are a class of formal systems." |
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FlyScript
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| Joined: 05 Aug 2010 |
| Total Posts: 2884 |
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| 26 May 2015 06:44 PM |
| That dude's name is a letter away from someone laughing at a phallus. |
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drahsid5
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| Joined: 13 May 2011 |
| Total Posts: 3937 |
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| 26 May 2015 06:52 PM |
OPs reading comprehension skills are terrible; "One of the challenges when applying a single material texture to a large piece of an environment is the patterning that becomes visible at certain distances. " Doesn't mean the texture isn't tile, it's saying, basically, that ROBLOX doesn't incorporate Antisotropic Filtering. |
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| 26 May 2015 06:58 PM |
| That's not true. The tiling that occurs is not due to a lock of anisotropic filtering, that is only useful for viewing textures at steep angles. The reason that there is tiling is because there are actually features that stick out just the slightest. The only ways to get around it that I can think of, is to either use really large textures, or generate the procedurally |
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FlyScript
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| Joined: 05 Aug 2010 |
| Total Posts: 2884 |
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| 26 May 2015 07:05 PM |
| Still waiting for that blessed update where we can upload our own materials, and actually be able to make our own textures (I'm ignoring the Texture instance because it's just not the same :c). |
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