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hacky workaround?

polycounter lvl 11
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SelwynPhillips polycounter lvl 11
Hello, I had spent last night struggling with what I thought was a lightmap error. After spending quite a while trying to fix the problem and then replicate the problem I found it wasn't the lightmap UV channel that was the issue but the first UV channel (which had overlapping UVs). Now from what I understand the UVs with your colour information can have overlapping UVs and your lightmap UVs can't- which is what I had in this example...

riRtQNs.jpg

What I did to fix this is I squashed all the UVs for the colour channel into the 0-1 space and used the texture coordinate node in the material editor to tile and stretch out my squashed UVs. The Lightmap UVs remained the same. This is the result:

cNsxy35.jpg

As you can see the lighting has been baked with no errors. My question is that is this a bit of a hacky fix? Granted, it does look better but I was under the impression that overlapping UV's were ok on a tileable texture- and has always worked for me previously. Or shall I just say 'hey, as long as it looks good and works properly' and get on with the rest of the scene.

Thanks in advance

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