Tried searching for an answer but depending on the search terms I used I primarily found topics about the Clamp material node, or how to make tiling textures look like they aren’t tiling, neither of which is what I’m after. I’m not the best at explaining so I’ve also supplied a picture of what I’m trying to achieve.
I have a texture that in which I have set the X- and Y-axis tiling methods to clamp. This seems to work as the texture does not tile when scaled down in a material. However, when scaling down a texture so that there is no “empty” room on the texture sample it seems to fill this with the color value of the closest pixel (or a process similar to this). Is there a way to either directly define what it should fill this void with, or otherwise determine what parts is and isn’t actual texture data to generate a mask?
Basically I want to generate blackness around it. Here’s an image showing what I have gotten so far, as well as a mockup of what I am trying to achieve.