MW Tiles

Procedural OSL Tile Map Collection for 3ds Max

About MW Tiles

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MW Tiles is a collection of five procedural OSL shaders that generate tile patterns entirely in the shader - no baked textures, no UV headaches. Each shader outputs tile geometry, grout, bump, per-tile colour and UV data that can be wired into any material channel. The UI for each shader is built specifically for the 3ds Max material editor, with consistent parameter grouping and naming across the collection. Infinite procedural tiling. UV space sets scale, not bounds, allowing non-repetitive tiles to be generated indefinitely.

Renderer compatibility: Any renderer supporting OSL - V-Ray, Corona, Arnold, and others  |  Interface: Designed for 3ds Max material editor

Procedural Control at Every Level

Every parameter is live - change tile proportions, grout depth, colour variance and edge wear in real time with instant viewport feedback. No baking, no waiting.

MW Tiles - Procedural tile control in 3ds Max viewport

Consistent Outputs Across All Shaders

Every shader exposes the same set of outputs - colour, bump, tile mask, unique index, UV and rotation - so you can swap patterns without rewiring your material.

MW Tiles - Shader outputs wired into material editor

Grout & Tile Bump with Curve Control

Grout depth and tile bump are driven by adjustable falloff curves, giving you precise control over the height transition between tile face and grout channel. Use the curves to shape anything from a gentle rounded bevel to a steep displacement edge - all feeding directly into bump or displacement outputs.

MW Tiles - Grout and tile bump curve adjustment

Sharp Corner Grout with Rounded Tiles

The Sharp Corners feature for the grout bump maintains a sharp point at tile/grout junctions for rounded cornered tiles allowing straight channel effects for applications such as brick mortar.

MW Tiles - Sharp corner grout with rounded tile edges

Features Common to All Shaders

Every shader in the collection includes the following

  • Grout width, colour and depth
  • Tile and grout bump / height falloff curves
  • Tile UV generation
  • Per-tile position, rotation and scale randomization
  • Per-tile colour fade variance randomization
  • Tile splitting modes - to create sub-tiles
  • Tile Edge Wear falloff
  • Corner roundness control
  • Fully procedural generation with infinite possibilities
  • Standard outputs: Col, Bump, TileMask, Index, UV, TileRot

The Five Shaders

Advanced Tiles

Rectangular & Running Bond

A highly flexible rectangular tile shader with row sequencing modes and a built-in preset system. Covers floor tiles, wall tiles, brick and plank layouts.

  • Row modes: Random, Sequential, and Fixed-Width Sequential
  • Chevron mode for V-shaped herringbone-style layouts
  • Up to 6 configurable tile widths, heights and grout widths per sequence
  • Built-in list of presets
  • Row offset controls
Experimental
  • Tileable Seeds at UV Boundary - mirrors tile seeds at the UV boundary for seamless texture baking
  • Show Tile Guide - draws a rectangle over the tileable region
  • Fit to UV - scales the tileable region to fill 0–1 UV space

Herringbone Tiles

Herringbone Pattern

Classic herringbone layout with dynamic tile proportions - dial in anything from slim wood parquet plank floors to wide-format tiles.

  • Dynamic tile width and height controls
  • Orientation dependent tile splitting
  • Correct UV generation per tile orientation
Experimental
  • Tileable Seeds at UV Boundary - mirrors tile seeds at the UV boundary for seamless texture baking (rotates to make map tilable)
  • Show Tile Guide - draws a rectangle over the tileable region
  • Fit to UV - scales the tileable region to fill 0–1 UV space

Hex Tiles

Hexagonal Pattern

Hexagonal tiles with shape multipliers that push the hex toward elongated or flattened forms.

  • Flat Edge, Point & Height vertex shape modifiers
  • Corner roundness value to achieve round tiles
  • Split tiles into quads and triangles
Experimental
  • Tileable Seeds at UV Boundary - mirrors tile seeds at the UV boundary for seamless texture baking
  • Show Tile Guide - draws a rectangle over the tileable region
  • Fit to UV - scales the tileable region to fill 0–1 UV space

Stone Tiles

Voronoi / Natural Stone

Voronoi-based irregular stone paving with aspect ratio control. Suited to flagstone, crazy paving and natural stone flooring.

  • Voronoi cell generation with density control
  • Aspect ratio parameter to stretch or compress the cell field
  • Tile splitting to add more randomization

Ashlar Tiles

Coursed Masonry

Generates randomized ashlar patterns by assembling nine predefined seamlessly interlocking tile layouts - suited to masonry walls, feature stones and paving.

  • 9 seamlessly interlocking base patterns
  • Choose between randomized pattern assembly or single pattern with seed control
  • Per-stone variations

Shader Outputs

All five shaders expose a consistent set of outputs for wiring into any material channel or compositing multiple shaders together.

  • Col - Per-tile and grout colour
  • Bump - Combined tile and grout bump for heightmap
  • TileMask - Clean 0–1 mask of tile faces, excluding grout
  • Index - Unique index per tile for driving per-tile textures
  • UV - Normalized UV coordinates within each individual tile
  • TileRot - Per-tile rotation in degrees

MW Tiles Overview

MW Tiles Tutorial

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