parameterize UV tiling for more robust detail map control in instances

Hey devs and peeps, as far as i can see there is no way to parameterize the UV tiling, is it possible for you guys to add an additional texcoord node with U + V tiling inputs?

There are many uses for this, especially in terms of making instances more robust for handling detail map tiling without having to create a new material with explicit UVtile values.

Cheers :slight_smile:

Hi Chronichol -

You can set up a system of parameters to control the UV tiling in any material. Simply take a Texture Coordinate and multiply it by an Append Vector which is connected to two scalar parameters the top one named something like U tiling and the bottom one named something like V Tiling and plug the whole thing into your Texture Sample’s UV and you have complete control over the Material’s UV Tiling.

It is important to note that the Order (Top and Bottom) of the Append Vector is important U will always be on Top and V will always be the bottom.

Thank You

Eric Ketchum

okay awesome! Thanks for the answer, I’m going to encapsulate that into a material function right now :smiley:
I will say though it would be rather nice if it was included as a palette coord function by default, that method isn’t apparent without a deeper understanding of the system.

Also is that general rule, can you generally override static variables of expressions with appending? or are there specific cases only

actually nvm that silly question, i can see how that works by actually manipulating the UVs themselves.

I think what you are looking for is here… :slight_smile:
Can texture coordinate parameters be applied to material instances?