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Tiling texture scale based on actor scale

Hi, im looking to use a single material instance with a tiled texture that changes its tiling based on the actors scale its placed on (e.g. on a rock mesh that has been scaled up also scales up the size of the tiling texture which isn't always good). Is there a way that you can get the actors scale transform and use it in the material to multiply against the tex coordinate?

Cheers.

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asked Jul 09 '14 at 04:41 PM in Using UE4

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mikeesupercrunchy
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2 answers: sort voted first

There are many ways to do this. Some of them are:

A) Use the "ObjectScale" node. The problem with this is that it isn't compatible with the pixel shader.

B) Use the "ObjectRadius" Node. Divide/Multiply Object Radius to a scalar parameter so you can control its effect, then multiply it with a Texture Coordinate input.

C) If you want different values per object, you can use a Dynamic Material Instance in blueprints. Simply use "Get Actor Scale" and use that to control a Scalar Parameter in the material linked to the texture coordinates.

Hope this helps you.

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answered Jul 09 '14 at 07:58 PM

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dissonanceint
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avatar image mikeesupercrunchy Jul 11 '14 at 02:28 PM

Cheers this helped a lot.

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The "WorldAlignedTexture" node can do that. The texture size will be constant no matter how big the mesh gets.

Here is an image to get you started :) alt text

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answered Jul 09 '14 at 05:09 PM

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Luos
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avatar image mikeesupercrunchy Jul 09 '14 at 05:34 PM

Cheers for the answer wasn't aware of this node, looks like it only works with texture object nodes and not Parameter Texture Sample nodes which is more what I need for a master material (forgot to mention that sorry).

avatar image Niberspace Jul 13 '18 at 01:34 AM

A texture object can be a parameter as well. Just use TextureObjectParameters instead of TextureObject

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