For the kitchen's tiled backsplash, we can use node groups to simplify our shader even more and build a modular setup that allows for reuse on multiple tile variations. This material uses a basic UV layout. For more information on UVs, refer the UV Unwrapping section in Chapter 13, Baby Dragon – Part 3. To view the complete node tree, see the tiles material in the final project file Ch06_nodes.blend.
- Before creating the nodes, we need UVs, as this shader uses procedural UVs, so on a new dragon tester, switch to the top view and unwrap it in Edit Mode using U | project from view.
- Start with a tile pattern, using two multiplied Wave Texture's, with Mapping nodes to rotate them horizontally and vertically. An RGB Curves node ...