Hello,
I have a rock material where the mesh’s base diffuse and normal is run through a Detail Texturing node based on 1 uv set. Now in order to maintain my 1 meter per 1024 texel density I want to run the detail diffuse / normal nodes with a 2nd uv set.
I could just “guess” and increase the scale value till it looks right, but the task is to maintain a 1024 per meter density.
If there’s a better way to go about this, I’m all ears. However, as it is I can’t hook up a texture coordinates node to a Texture Object which is required by the Detail Texturing node. Is there a way to use another “node” to convert a texture sample into an object?
Thank you for the quick responses!
Cheers,