 Okay, so in order to make this into an actual tiling texture we need to do a couple more things All right, and I want to show you how I go about making these types of patterns tile So I can then render it out to a texture and work with it and you know cops or in rocks and stuff like that All right, well, let's get going All right, so we are almost there what I want to do now is I want to center this guy up in the world So I'm gonna drop down a transform node and a good way to center this up really quickly It's just to use the centroid values. So where's the centroid of this particular object? All right, and that's stored in these global variables called CEX and CEY So if I do dollar CEY and dollar CEZ That's the center of this particular objects bounding box in the X Y and Z directions But you'll notice that it actually offset in the wrong direction. I just need to negate all these guys All right, so you see you put a negative symbol in front of all that Voila, look at that. We're nicely centered up Very cool. Okay. So what I want to do now is I need to get or extract just this centerpiece All right, I don't need all this other stuff Okay, let's go and Create a clip node to do this. All right, and I'm gonna demonstrate this So if I drop down a grid here, all right, let's just put this on a template And then let's put this grid on the XY plane and we're gonna just make it a unit grid size All right, and get rid of all the rows and columns So now if I hit three on the keyboard, you can see this is the area that I want right here All right, if we cut out just that particular piece We will be able to tile this into a texture. So when we render it out, it'll tile perfectly seamlessly Okay, so let's do that So I'm gonna keep the grid there just for reference But all the values because we're working in a unit grid are really easy So the distances that we use are going to be 0.5. So in this case I want to move down in Y because currently in my clip node is set in the Y direction right here I want to move this down negative 0.5. So there's the bottom of our grid right there Very cool. And then I'm going to duplicate this and we're gonna put this up to The positive 0.5, but we're gonna keep all the primitives below the plane. Look at that We are now getting a perfect tiling texture. So let's do the X directions now So in our clip node, we need to actually change this to a 1 in X and a 0 in Y so we clip off that side and then I'm going to make another clip note and Make this negative 0.5 and keep all the primitives above. Look at that. That is a perfectly tiling Chain link fence Object and I can prove that by coming down here and creating a couple more copy and transform nodes Let's actually just get rid of that guy. All right. So now if I tile this two times in X I got a perfectly tiling texture or mesh in this case And you could totally use the mesh instead of rendering this out to a texture All right, so let's move that up one in Y there Look at that. How cool is that? All right, so a couple more things I want to do before I close out this lecture I want to go and make sure that I can render this out also inside of a unit grid Okay, and so to do that we need to basically fit our pattern now We have going here into a unit box or the unit grid. Okay, so Let's go and do that. I'm going to go and drop down a match size. No, this is very handy to accomplish this task All right What it does is it allows us to match the size of one object to another and in this case? I want to use a unit box So by default the box is a unit box to value as a size one in all axes All right, so I'm going to feed that in for this Second input. All right, and I'm going to take our pattern and feed it into the first input Okay, and what I'm going to do is I'm going to say scale to fit All right, and we want to do a uniform scale Look at that. We now fit perfectly within our unit box And you know, we can always bring the the size and z down to like point two five just to make it look a little more official Doesn't really have any effect on it. All right So now what I want to do let's say I want to have more than you know This amount of chain links in my texture. Well, we can control that from these two guys Okay So what I want to do is I want to take this total number right here I'm going to copy that parameter and put it into this second copy and transform node so now when I go and move this the match size is always going to keep our Pattern in a unit box Very cool, and it tiles perfectly. Okay So with that we are now ready to turn this into an actual texture Okay, so in the next lecture we're going to go through setting up our camera and rendering this out in mantra