Material Tiling Issue - I want it to NOT tile, but it's tiling
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- reelinspirations
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Hi,
OK, so I've created a grid with a few rows and columns and I also created a 2-sided material using isfrontface and a switch in a Material Shader Builder.
My problem is that it ends up tiling my image depending on how many rows/columns I have, and that's not what I want.
I need the extra geo in the rows/columns so I can bend this smoothly.
I'm at a loss as to how to fix this. I've tried all kinds of UV Projection, UV Edit, etc. nodes, but nothing seems to help.
Any ideas?
Thanks,
Jim
OK, so I've created a grid with a few rows and columns and I also created a 2-sided material using isfrontface and a switch in a Material Shader Builder.
My problem is that it ends up tiling my image depending on how many rows/columns I have, and that's not what I want.
I need the extra geo in the rows/columns so I can bend this smoothly.
I'm at a loss as to how to fix this. I've tried all kinds of UV Projection, UV Edit, etc. nodes, but nothing seems to help.
Any ideas?
Thanks,
Jim
Edited by reelinspirations - 2017年2月10日 15:54:46
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- Enivob
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Try adding UVs to your grid.
Then inside your shader use a Bind to fetch that attribute into the shader network. It should come in as a vector. Route the X and Y from the VectorToFloat node to the S and T inputs of the textures.
Then inside your shader use a Bind to fetch that attribute into the shader network. It should come in as a vector. Route the X and Y from the VectorToFloat node to the S and T inputs of the textures.
Edited by Enivob - 2017年2月10日 16:30:57
Using Houdini Indie 20.5
Windows 11 64GB Ryzen 16 core.
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Windows 11 64GB Ryzen 16 core.
nVidia 3060RTX 12BG RAM.
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- reelinspirations
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- Joined: 11月 2015
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Thanks!
So, I haven't used bind at all yet, but I think what's happening is that you are accessing the uv attribute that the uvtexture SOP created, then creating a float out of it, but you only need the first 2 as it's not 3D information.
Not sure what the S and T inputs stand for, but it works and I am very thankful to you for that!
Jim
So, I haven't used bind at all yet, but I think what's happening is that you are accessing the uv attribute that the uvtexture SOP created, then creating a float out of it, but you only need the first 2 as it's not 3D information.
Not sure what the S and T inputs stand for, but it works and I am very thankful to you for that!
Jim
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- reelinspirations
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- reelinspirations
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- Doudini
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- AnimGraphLabGames
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A note for Googlers if you're using MTLX.
If you DON'T want imported texture (MTLX Image node) to tile:
- change "Address Mode" U and V parameters to constant. By default, it's set to periodic which means - tiling.
If you want to scale, offset, or rotate, here's my approach (MTLX Geometry Property value node fetches
If you DON'T want imported texture (MTLX Image node) to tile:
- change "Address Mode" U and V parameters to constant. By default, it's set to periodic which means - tiling.
If you want to scale, offset, or rotate, here's my approach (MTLX Geometry Property value node fetches
st(UVs in USD) value from geomprop param): Edited by AnimGraphLabGames - 2024年4月15日 03:21:03
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