In the material editor, is there a way to tile or edit the UV coordinates of nodes? I know the texture sample node has an input for UVs, but is there a way to tile say, a 3vector node? More specifically, I am trying to "BreakMaterialAttributes" on a material function, and I want to tile the base color that gets outputted. Any thoughts on this would be appreciated. Thanks!
Edit: Actually I figured something out. I could have just created an input node in the material function that leads to the texture samples I need to tile. Lol kinda silly I didn't notice that. :P
Anyways, I guess the question still stands in a way. This is for UE4 btw.
Replies
It's kind of a silly question lol, but you never know.
Tiling is a function of repeating something every N steps in a coordinate space. Zooming is equivalent to scaling the coordinate space being viewed.
If you want to tile a gradient, you have to have a space to tile it in, like a set of coordinates. You can create a repeating gradient by say mapping the output pixel color to the x coordinate of a UV coords node, but then just taking the fraction of the UV coords (frac node) so you get 0-0.999999...repeating every whole number. If you wanted to zoom that gradient, you'd multiply the coordinate space by some number before taking the frac and assigning the color.
But really, what are you trying to achieve? There may be a solution to what you're wanting that's much less abstract.