Home Technical Talk

Maya clamp texture and smear edge pixel.

polycount sponsor
Offline / Send Message
malcolm polycount sponsor
Is it possible to clamp textures in Maya and have the edge colour smear infinitely like in a game engine? I turned off wrap u/v but the excess are is grey, what's the use of that?

Replies

  • Kwramm
    Options
    Offline / Send Message
    Kwramm interpolator
    can't solve your problem, but about the use of that... we used it once to comp 4 4k textures together into a single UV space so maya would treat it as one big 8k texture, even though it consisted of 4 separate files...
  • kodde
    Options
    Offline / Send Message
    kodde polycounter lvl 19
    malcolm> Isn't there some "default color" on a file-node which is the color Maya uses? At least you can set the color to be a more appropriate one.
  • Kwramm
    Options
    Offline / Send Message
    Kwramm interpolator
    color balance -> default color.

    Actually what you could do is use a blend node and blend a couple of instances of the texture together to cover the UV spaces adjacent to the 0-1 UV space. Just take your original texture and use texture offset and scale. you might have to scale it pretty big in U / V direction to get something similar to a color smear though. Not sure if that's a feasible solution though but it might get you something close to what you're after.
  • malcolm
    Options
    Offline / Send Message
    malcolm polycount sponsor
    Default colour does the trick in my case as the texture is a solid colour with a graphic on it.
Sign In or Register to comment.