Texture coordinate Issue

When you multiply the texture with “texture coordinate” on a complexe & large mesh, the UV is broken.

This is a example :

UV * 1000 on blender for fix the bug. (But BAD UV and it is a problem because it is a tiles of a very large mesh)

UV * 1 on blender = Bad result.

Conclusion : If the TexCoordinate is set to 1, the render is good. If the TexCoordinate is set to 1000, the render is not good.

Keep in mind, that at very large UV scales, floating point precision issues might kick in. Consider using World Aligned Texture for texturing instead.

It works perfectly! Problem solved. :slight_smile:

Many thanks!