Hi!
The main question is, how i can change texture scale and coordinates of my mesh shape ( cube or plane), if shape using UV, but not changing UV in modelling?
And the second is, how i can change it from BluePrint squares?
By default my shape using:
But I need that i can select any of squares in material.
Example:
I can made 9 different materials but how i can select specific coordinates from one texture?
I don’t wanna change mesh UV’s i just wanna select specific coordinates.
And if you add Divide to number of how many boxes you have, you can add more accuraty, a especially if you wanna to change it dynamically and big numbers of blocks.
Hello Eric! Sorry to bother you while you are working on my bug fix, but I am having a probelm with your setup. (I am also using Vector’s Divide by BlockAmount addition) It works fabulously, until I get to 5x5, then the indexes start to mess up, 0-1 are the same, 5-6 same, 11-12, 15-16, 18-19, 20-21, 22-23.
I have added a few things, and my material is unlit, and 2-sided. Attached is my material setup! If you need any more info, feel free to ask!
Ok, I was not using power of 2, however, I used the pad option in the texture editor to make it a power of 2, but index 18-19 are still the same, (its hard to tell for the others, since its mostly black now) and what would I need to add/change to make the material work with non-powers of 2?
You wouldn’t. The Material setup above uses the fact that Textures are associated with a even 0-1 UV set (hence power of two) to determine where the UV is supposed to scale and focus. You can offset the U from the V in your texture so you end up with a texture that is 2048 x 512 but you must be able to evenly divide the texture by a set amount within the 0-1 range of the U or V.