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Anonymous at Sun, 6 Feb 2022 08:29:06 UTC No. 880490
Artifact city....
Dirt resolution....
I don't give a fuck !! I have UNEARTHED the CRIMINALLY retarded process of Baking the tiled texture into its own UV bounds respecting map and corresponding baked image texture
Anonymous at Sun, 6 Feb 2022 14:54:04 UTC No. 880578
...what?
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Anonymous at Sun, 6 Feb 2022 21:07:04 UTC No. 880660
Anonymous at Sun, 6 Feb 2022 21:31:09 UTC No. 880664
>>880490
ok
Anonymous at Sun, 6 Feb 2022 22:04:48 UTC No. 880671
is this one of them cris threads?
Anonymous at Sun, 6 Feb 2022 22:52:39 UTC No. 880684
No buddys I am just confused now and need some guidance, if you refer to questions 1 2 and 3 in the image above
Anonymous at Mon, 7 Feb 2022 17:37:11 UTC No. 880829
If all you want is to tile a texture on a mesh that isn't completely flat, then use triplanar mapping in your game engine. You can do the same in blender by plugging the "generated" output from a "texture coordinate" node into an "image texture" node, choosing "box" in the second dropdown of the "image texture" node and cranking the blend value up.
But if you need to manually tweak the tiling then sure, use a uv map that goes outside the rectangle. Repeating the texture or clamping the coordinates at 0-1.0 bounds is a setting in every image sampler object within shaders, so repeating the texture is expected and often desirable behavior. The only time you NEED your coordinates within the rectangle, as well as having every polygon occupy a unique space on the map, is when you're unwrapping for baking lightmaps. But you can often generate uvs for lightmap baking in game engines so you rarely need to do it yourself.
Whether to bake the end result of compositing a material within modeling software depends on if you have any unique texture detail on the mesh and whether you actually have enough available uv maps to re-compose the material in your custom shader. Game engines give you a limited set of UVs to play with, and one needs to be occupied by lightmaps if you use them, so it all depends on your use case.
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Anonymous at Mon, 7 Feb 2022 18:42:53 UTC No. 880838
>>880829
You are really kind !!!! Thank you, I have read your reply over twice, it is very helpful and puts things into clear frame for me
Wise one,
In addition to the lightmap UV, Would applying decals in-engine be an example where an additional UV map is used?
Anonymous at Mon, 7 Feb 2022 19:02:09 UTC No. 880845
>>880838
Yeah, you can use several uv maps, if your engine allows it, to add detail like decals and shadows in addition to whatever your main uv map is doing.
Also, you can actually get around having a limited set of uv maps within a game engine by having a uv map where every vertex is within the rectangle and has a unique space (like a lightmap uv map) and simply bake the uv coordinates onto a texture, then sample it in the vertex shader to get your uv coordinates back in the shader. You can pack 2 uv sets per image this way since uv has two components(xy) while images have four (rgba). But you can only bake coordinates that are within 0-1.0 (that is, within the rectangle), because color values in images are clamped to 0-1.0 (unless you use those scary HDR textures which I have never touched before), so if you want to pack uvs that go outside the bounding box into a texture, you can downscale them so they fit within the rectangle, export, import in the game engine and then scale them back up in the vertex shader.
You should play around with writing custom shaders, they aren't hard to get the hang of.