I have an normal UV. Let’s check the G channel:
I want to squeeze my texture like this:
In left and right corner of UV coordinates are barely merged together. Can someone help me with that math?
I have an normal UV. Let’s check the G channel:
I want to squeeze my texture like this:
In left and right corner of UV coordinates are barely merged together. Can someone help me with that math?
You could feed a warp map into the UV coordinates. If you take a normal UV coordinate texture into photoshop, warp it as shown and then use it to drive your UV’s on your texture sample it would work nicely.
This tutorial covers many of the details: Photoshop Generated Flow Maps - Unreal Engine
But Unreal UV coordinates are not similar to the Photoshop gradients according to this. But I will try your advice, thanks
That will only matter in so far as creating the original UV texture, but I think you can find examples online so you don’t have to make it yourself.