This is something I’ve run into several times…
The usual way to tile a TextureSample is to plug a TexCoord node into the “UVs” input of a TextureSample node.
However, particularly when creating more “procedural” material setups, it’s possible to end up in a situation where there’s no “uvs” input to work with, or perhaps it’s already being used for scaling, or it doesn’t work as expected, etc. Eg:
Here, I’m trying to tile the grey cross, but plugging a TexCoord node into the DrawLine-2D" Co-ordinates node simply scales the lines I’m drawing, so I get one tiny cross, not a tiling pattern of many crosses.
What I’m looking for is another way to tile the output of the final Lerp node. There are two routes I’ve tried:
- I thought I could multiply the final Lerp output by a TexCoord node somehow
- I thought I could “save out” the result of a chains of nodes, and then re-use that result in a texture sample (or something equivalent). I’ve tried creating a MaterialFunction version of the same node setup, because I thought I could use that like a TextureSample, but I can’t figure it out.
What’s the correct way to tile something like this?