procedural textures

Normal image compression methods are either not efficient or too destructive when getting really small results. Procedural textures are different. When a texture is not created by painting or by taking a photography, but mathematically described, the compression can be both: lossless and very very small.

The early procedural textures that were used in games and animations looked quite artificial and were easily recognizable by their repetitive patterns. This was due to the limits of appliable mathematical patterns and als CPU power for calculating the textures.

However, don't be afraid of mathematics and limited patterns. With werkkzeug3 TE you will not really go down to formulars. You can play with a literally unlimited number of operators that can easily be toyed with, using sliders. Intuitive working, like you know it. And you will soon be able to create realistic looking textures that are even faster to create that taking pictures and retouching them. Seemless tiles come easily.

this is a sample of a single(!) wood texture
this is a sample of a single(!) wood texture