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?
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...
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.
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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.