VP Omnitiles Standalone


OMNITILES creates pattern materials based on randomized multi-textures. With the pattern editor, you can create any shape and virtually unlimited patterns for use in 3D applications like 3Ds Max, Cinema 4D, MODO, Sketchup, Blender or game engines like Unreal Engine, Unity and more. The Texture manager makes loading hundreds of textures very simple by automatically filtering bitmaps into their correct layers. The pattern editor makes creating patterns very easy, create any shape by simply drawing lines along the edges of a tile, increase pattern tiling, assign bitmaps randomly and finally bake textures up to 32k resolution. Let yourself be inspired by the ease and speed of OMNITILES.

• Design free patterns
• Integrated graphical pattern editor
• Draw any shape
• Use different maps for each shape
• Use Multi-Textures to randomize bitmaps
• Bake tileable textures


The integrated pattern editor together with the multi-texture loader makes creating pattern textures really easy. 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 tileable textures for games or any other type of 3D project with any size and up to 16k resolution.

A realtime preview will show edits immediately, no matter if you load new textures, edit shapes or change the tiling. And if you want to continue further edits, just send the rendered output directly to Photoshop, without saving anything to harddisc. 



OMNITILES includes 80 pattern presets, ready to use for different types of walls, floors and other materials. Easy switch between patterns with the NEXT / PREVIOUS buttons by keeping the textures, to view possible combinations of textures with patterns.

Each pattern preset can further be edited and changed to build a growing library for later. 


Omnitiles includes a library of 25 multitexture sets for different kinds of materials. The library contains wood panels for parquet floors, red and yellow bricks for walls, interior tiles, small mosaic tiles and many more for a wide variety of materials.

More materials can be added from our multi-texture packs: STANDARD WALLS, AGED WALLS, MODERN WALLS and STONE FLOORS, all prepared with layers for diffuse, bump, reflection, height and masks. 


The integrated edge map feature renders edge gradients along the edge of each shape. This map can be used to create a height channel, displacement, bump or other useful maps like masks to further change gaps between shapes.

The gradient can be adjusted in two colors (from color – to color) with markers to change the curves. The gradient can be scaled according to the tiling and size of the entire map or scaled independent from the overall tiling. 


The separate Preview window shows edits in realtime. No matter if you change bitmaps, adjust shapes, create a new pattern or randomize colors, the preview will show your changes immediately.

You can switch between output channels to see how your edits affect each layer / channel and resize your window to adapt the size to your available desktop space. 


Omnitiles has a direct connection to Photoshop, so you can create textures and bake them directly to Photoshop without the need to save and relocate locally. With one click, the rendered textures appear in Photoshop and don´t need to be saved to hard disc. This can be quite helpful if you want to test and edit textures before saving them finally.

The textures can be baked / rendered as standard JPG, BMP, PNG, EXR, TIF and PSD files for use in any compatible 2D and 3D application. 


Omnitiles loads many textures very quickly. An entire folder with textures will be loaded into the texture manager, with automatic assignment of the individual layers to their corresponding channels. Diffuse maps will be loaded into the diffuse layer, bump maps into the bump layer, and so on.

You can create your own layers and filters for any type of map you need. If you need a layer Ambient Occlusion, just create the layer, add the strings which should filter your bitmaps (e.g. “ao” or “occlusion”), and you´re ready to load all bitmaps at once. 


Once your shapes are created or loaded, you might want to assign different bitmaps to different shapes.

This is where the SHAPES and GROUPS in Omnitiles come into play. You can assign bitmaps (including their layers) to individual shapes or create groups of shapes and assign bitmaps to groups. This way, you can create mosaic patterns or patterns with individual colors or stones.