does all enghines support this? say i have two objects that are the same and i want to have them on the same texture sheet should i move the duplicated to the 1 texture space or leave them all stacked up behind each other? can i also take something like this into a painting application?
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If elements of the same model are identical then you can stack them and they will share the same texture space. Just make sure to temporarily move all but one outside 0-1 for normal map baking.
If it's multiple objects you're talking about where 1 has been unwrapped and duplicated then they will all have the same uvs and you can just apply the same texture to them all.
But the answer is no. Game engines, bakers, Substance Painter, etc ignore any UVs placed outside 0,0(meaning 0 to 1) But if you are using Max to render then the texture will tile infinitely across UV space by default, unless you are using Udims; in which case you can use different textures in different tiles.
if you scale your uvs up 10 times you get a tiled texture...
and if you move the uvs to 1-2 it will also work cause of the wrapping...
if you are goin to stack uvs in 0-1 with different textures you need two materials to get them working...
and if you move some uvs to 1-2 and like to use a second texture you have to use a second material...
Generally in game engines you can set the texture wrap mode. Clamp means that outside of the 0-1 range, the edge pixel of the texture is sampled. Repeat, which is usually the default, means the texture is repeated indefinitely for all UV tiles.
When it comes to baking or painting, however, generally only UVs inside the 0-1 range are useable. This can be beneficial to us when baking meshes that have polygons which share UV space (usually from something like a mirrored mesh) as baking to overlapping UVs can have unpredictable results.
UDIMs are a different matter again and most game engines don't support those.
For the OP's original request, just use a different material for each object, solved.