So i’m using linear gradient in material editor as a mask to blend two textures. Material with this blending is assigned to a mesh mapped inside and outside of 0-1 UV space. Textures by themselves tiled and wrapped as they should. Masking gradient though is ok in 0-1 uv, while solid white (1) outside of 0-1 uv. I’m assuming that procedurally generated gradient is endless in UV, filling space outside of 0-1 uv with value of 1 or 0. How do i make it to tile in the same way regular textures do?
In fact, the linear gradient node is the UV coordinate. 1.5 becomes 1.5. You can tile the intensity with Frac or Fmod node (1.5 becomes 0.5).