I have a wall piece that I’m going to be using in multiple times. Each time I place it, I want the UVs to offset but stay the same scale.
I’m trying to use the Panner node among others, not much luck. Any ideas on how to accomplish this?
I have a wall piece that I’m going to be using in multiple times. Each time I place it, I want the UVs to offset but stay the same scale.
I’m trying to use the Panner node among others, not much luck. Any ideas on how to accomplish this?
using a texture coordinate node and adding a vector 2 to that before feeding it into the texture’s UVs will offset the UVs without scaling them. as far as randomizing the values you have several options…
if you are using instanced static meshes you can just use the “per instance random” node, append it to some value(could be the same per instance random node result or a constant or the per instance random multiplied by pi or something like that)
if you want to place the meshes manually per hand and they don’t need to move later on you can for example use object position(might need to multiply it by some value to not get repetition if you are placing the meshes on a grid, so the UVs don’t repeat itself on that grid)
Another thing you could try, is using triplanar shading. There is a node called WorldAlignedTexture that does this for you. That way your material will always tile perfectly and even retain the correct material scale regardless of how you scale your mesh. And you won’t need to UV map your meshes either. It is a bit more expensive though, so use it sparingly. It also doesn’t take into accound how you rotate your meshes, so it’s not universally usable, but for the vast majority of stuff my company does (archviz), we use triplanar shaders.