Can I have overlapping UV's with a 2-Way Blend Material
Hello! The question is self-sufficient, I think, but here's the details:
I have a wall mesh (modular). One part is wood, the other is stone. I have a stone and a wood texture, both tileable in every direction.
My goal is to texture that mesh with the already existing tileable textures, without adding a new specific texture (saving some texture space)
I have constraints as it is a school project : - 1 ID/mesh, so having two UV channels for texturing is out of the question - I have limited texture space, so I won't just do a specific texture for that wall otherwise it means I have to do that for every kind of wall, floor, ceiling, etc. and I just don't have the space. - It's not a constraint per se, but my teacher recommended me to have (in this instance, as it is in a modular set) 1 mesh that contains stone and wood with a more "complex" material instead of having 1 mesh for the stone and 1 mesh for the wood with 2 simple material. I'll stuck to those instructions, as it seems logical with what he explained.
Soooo. Can I have my stone part's UVs take all the UV space with my wood's part UVs also taking all the UV space, and so have them overlapping with a 2-way blend material ? I made a test with simple flat colors as textures and it seemed to work fine, but I'm not sure what to expect with normal maps and everything ?
Silly teachers and schools with their silly no-good-reason limitations. Not allowing a 2nd uv is just plain bonkers.
Oh well, you dont need to unwrap both the wood and stone on the full 0-1 space, you could give each half and just stretch the texture with a texture coordinate node. You could also make a mask, use vertex color, or many other tricks. Heck, could forego UV0 entirely with world aligned mapping (more expensive), and more complex ways. But, yea you can have them overlap and use a mask or whatever to show only one material.
two id's/materials results in the mesh being drawn/called twice, (drawcalls) so its better to use one material.
answered Nov 21 '18 at 09:02 PM
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