Trinity3D
Omnitiles
Omnitiles
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VizPark's Omnitiles allows patterns other than the basic square to be introduced to your visualizations. With the Omnitiles pattern editor, you can create and shape a virtually unlimited number of patterns. Use these patterns in 3ds Max or game engines to create better looking unique patterns in your visualizations.
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VizPark Omnitiles
Use new, unique patterns for floors and grounds with VizPark's Omnitiles. Onmitiles pattern editor makes creating patterns easy: Create any shape by simply drawing lines along the edges of your tile. Create any shape and virtually unlimited patterns for use in 3Ds Max or game engines. Use Crossmap for randomized bitmaps or procedural maps and use OmniTiles for any layer within your material.You can modify existing patterns or create entirely new ones. Each shape / tile can have it´s own map assigned, for example VP Crossmap to randomize bitmaps within each repeated tile, or procedural maps for even further freedom. Let yourself be inspired by the new freedom of OMNITILES.
Includes
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Omnitiles plugins
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Crossmap plugins
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Material Manager Lite Edition
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Unlimited rendernodes
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80 Pattern presets for walls, floors and more
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Basic Texture Library with multi-textures of tiles, bricks and stones
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Basic Material Preset Library for vray
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3 Demo scenes for vray and corona
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FULL access to all Omnitiles User Library presets
Online Reference Guide
Omnitiles at a glance
Main Features and Benefits
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OMNITILES offers unlimited flexibility to create any material patterns directly within 3DS MAX®. As a vray, standard or corona compatible map, Omnitiles can be integrated into the normal shading workflow. Create patterns with the included Pattern Editor, choose from the 80 included pattern presets or use the online User Library with more free presets. OMNITILES is great for:
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Design New PatternsWith the integrated pattern editor, exclusively developed for Omnitiles, it´s easy to create new patterns on the fly. You can draw shapes with virtually unlimited points, move, rotate, scale, mirror and duplicate shapes. All patterns are seamless tileable, which makes Omnitiles the ideal tool to create game textures of any size and resolution. |
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80 Pattern PresetsOmnitiles Library with maps and materialsOMNITILES includes the new Material Manager Lite Edition, which makes preset handling a very fast and easy task. The included over 80 pattern presets will cover most material types and if you need more, the online User Library will grow… |
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Integration
Special Map Connections
Omnitiles is made for Crossmap and Crossmap for Omnitiles. This means that Crossmap and Omnitiles connect with each other through the distribution mode “Use Omnitiles/Bercontile ID” in Crossmap. This mode will distribute the bitmaps of Crossmap randomly or in a linear sequence on all shapes of Omnitiles patterns. The same applies for the colors of Color Extract of course.
Aside of Crossmap and Color Extract, you can also use procedural maps for the shapes of a pattern. The internal mapping of Omnitiles offers a special feature for borders. Using the UV map channel 95 will draw the map procedural maps around the borders of the shapes, from the outside to the inside. This way it´s easy to create edges for displacement, bump or just for gaps between shapes.
Use a procedural mapProcedural Maps can be used for the shapes. In this example, a swirl map was used inside of a Kaleidoscope pattern. |
Use VP CrossmapUsing Crossmap with Omnitiles mode selected, bitmaps will be randomly (or in a linear sequence) distributed among the shapes of a pattern. |
Use a Gradient Ramp mapA Gradient Ramp map with MAP CHANNEL SET to 95 can be used for mortar, gaps, edges in any material channel. |
Use VP Color ExtractUsing Color Extract will use all colors for the shapes, which is useful to colorize bitmaps or randomize displacements, reflection or other material channels. |
Nesting of MapsUSE OMNITILES … IN OMNITILES … IN OMNITILES … |
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New Mosaic PatternsMATCH ANY TILE TO ANY SOURCE MAP |
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Individual Shape MapsWithin the Omnitiles map itself, you can add a MASTER Shape map, which then will be used for all shapes together. Either use a procedural map, a bitmap or CROSSMAP to randomize bitmaps for every repeating shape in a large pattern. You can even use COLOR EXTRACT to add multiple colors to each shape for more color variation. |
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Original - 1 main Crossmap |
2 different Crossmpas |
3 different Crossmaps |
3 different Crossmaps |
Only the main Shape has a Crossmap with multiple mosaic bitmaps loaded, so no additional maps are used for specific shapes. This way, all bitmaps are randomized across all shapes. | This example Checker uses one Crossmap as main Shape map with white bitmaps and another one that was instanced in two slots of a square pattern with just black bitmaps. | The example uses three different Crossmaps, each with different bitmaps loaded for bright, dark and colored shapes. | The example also uses different bitmaps in three different Crossmap maps, for bright large shapes, smaller brick shapes (red) and dark mid-sized shapes (black). |
Compatibility
- 3DS MAX® 2013, 2014, 2015, 2016, 2017, 2018 (all 64 bit only)
- Scanline, VRay, Corona Renderer
Materials
Materials
Shipping & Returns
Shipping & Returns
Dimensions
Dimensions
Care Instructions
Care Instructions




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