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How to split U and V in texture coordinates ?

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    How to split U and V in texture coordinates ?

    Hi,

    i did a global material with every settings i need, but i have a problem, i can multiply the global size of a texture coordinate, but can't access U and V size separatly, btw i want to add a parameter to set the UV Channel in my material too.
    is there a way to do that ? the coordinates node have not input for that.

    Actually i have to create severals master materials with differents U and V size and its a pain.

    An another question, i try to optimize my scene and i wonder if there is a different performance impact by using simple or complex material.
    I mean, if i create a Master material with a lot of parameters (wich i can disable if i dont need it), is it slower to compute for UE4 than a simple material ?

    thank you

    #2
    Hey Fabilabo,
    You can multiply TexCoord output by 2Vector, it's like U * X and V * Y.
    Basically you can treat UV node like 2Vector because it exactly what it is
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      #3
      Seriously... why i don't have tried that before ? you saved me a lot of time thank you very much !!
      And for set the UV Channel, is there a way ?

      thanx you mate

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        #4
        OK i understand why it didn't work, when i convert constant2vector into a parameter because i need to access into my instance mat) i can't connect it in multiply node, any help ?

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          #5
          ok if I got that right you want to make your texture coordinate into a parameter, right?
          you can just make 2 parameter nodes and you 'append' them and then multiply with the UV texturecoordinate node.
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            #6
            Ninja'd by HSbF6, but still
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              #7
              hahah sorry zeorb; I think I had too much coffee this morning
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                #8
                very nice thank you guys

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                  #9
                  I've used component masks to split the U and V's before. I had a texture that needed two orientations. Rather than rotating it in photoshop and increasing the number of textures, I used an R component mask and a G component mask on the coordinates. I used the append in reverse and got the rotated image.
                  Strife - 1996 - Remake

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                    #10
                    Here are my most common methods for doing this:
                    Remember, modification of behavior can go far beyond simply tiling your UV Coordinates

                    Click image for larger version

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                    Click image for larger version

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                    Click image for larger version

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                    **Note** Some of these have already been talked about. I am simply showing a breakdown for further instruction.

                    -Jeremy-
                    Last edited by JBaldwin; 03-14-2015, 05:26 PM.
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