Is there a way to tile whole substance without transform each texture? Right now I use Transformation 2D for each material input if I want to change tiling multiplier.
a noob question - is there some sort of warping in transformation/other node which would allow me to transform a straight line into curve or any other shape I want? also can you draw straight lines without using SVGs like pressing shift in Photoshop and clicking on the first and the final points of line.
I found a way to make a herringbone pattern. It's just a bunch of transformation nodes blended together. I'll try to finish one tommorow or may be even today.
You could use a Transform2D-Node to flip the texture 90 degrees and blend this with the non-transformed texture while using a mask to seperate them for the parts that need the rotated texture.
@McTwark Use a safe transform node and use 1 for each channel and if you expose the tiling parameter you can just use the one slider in the main graph to change the tiling.
There is no native shader that support that in a PBR context, but if you look some posts above, some Polycount users created an alternate PBR shader that support them. What you are looking for is the transform node. :)
Hey Team, Could someone help explain how to get the dimension of a texture map and transform a shape base on that ratio? I am having some difficulty solving this problem. Thanks in advance!