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.…
Wouldn't your gradient/noise be the texture based node int his case? If so, modify that nodes UV coordinates? If it's a procedurally generated gradient/noise then modify how the gradient/noise is created to scale it's results.
The question doesn't make a lot of sense. 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…
@LMP I wouldn't want to tile a 3vector on it's own(Since it would be a solid color as you said), but say you combine a bunch of nodes to create something. Like a gradient or a noise....and you wanted to tile it for whatever reason. (Or even Zoom in) It's kind of a silly question lol, but you never know.