Hi xtcgbeer,
You can set the scale from the TextureCoordinate Node (or you can actually just multiply the UV output)
Per RecourseDesign, you want to manipulate the UVs of the texture-sample.
UVs are the coordinates over which you map the texture, and they can be manipulated in various ways to make them pan, scale, rotate and the like. If you want a something to learn well in the material-fu world, it’s UVs.
Some resources to help you get started and get an idea of what’s possible:
- Unreal 4 UV Tricks — tharle VFX
- Escape Studios → UV Tricks in Unreal Engine - YouTube
- Epic → Intuitive Material Building with the UI Material Lab | Inside Unreal - YouTube
- Rodrigo Villani → UE4 Material Tricks you didn't know - YouTube
I would recommend you download the Unreal Materials Lab from the Marketplace (it’s free from Epic), and you can pick apart the materials to see what’s possible.
UVs (and UVWs) are the XYZ coordinates of a texture. We use UV and W over XYZ for context so you know it’s a texture and not a mesh.
Imagine a line going from the left side of the texture to the right side, 0 → 1 where 0 is the left side of the texture and 1 is the right side. 0.5 would be in the middle. That’s your X coordinate. Do the same, but vertically, that’s your Y coordinate. When you pass UV values, you’re passing in coordinates from [0,0] to [1,1] and that maps to where on the texture you sample from.
So! If you wanted to sample from the top left corner, pass in a 2vector of [0,0]. If you want the middle of the top 1/4, you would pass [0.5,0.25], etc, etc.
UV math is using waves, patterns and other stuff to warp and wrap those UVs around things, make them move, flow, etc. Much of what you can see in a game is actually done just by sampling something differently over time, like that water isn’t actually moving, it’s just texture-magic…
Let me know if you have any other questions.
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