Is there any way to have UVs outside the 0 - 1 range?
This would be really helpful because mesh pieces can be scaled up to achieve the right tiling.
If UVs must be inside 0 -1 range, the meshes have to be cut into pieces and overlapped on top of each other.
This involves a lot of extra work and also there’s a chance for seams to occur between pieces.
However, note that precision in the UV’s will go down as it gets to a larger size, I don’t know what the limit you would want to set it to, but there could be a limit.
Oh wow. I did a small test with a tiling texture and it works as expected. So can I trust this workflow for all my meshes? I ask this because the UVs look completely wrong in the static mesh editor. I would hate to see texture errors after I proceed with this method of unwrapping.
Scaling UVs outside the 0-1 domain should usually be avoided.
The exceptions are extremely disproportionate meshes, like a very long, but not that tall wall section. This coould be scaled vertically to fit and overlap horizontally.
What I would do is: Scale the UVs to fit perfectly in the 0-1 space and then use a “TextureCoordinate” node in the material setup to achieve scaling of the texture sample.
This would also give you more felxible scaling options than oversized hard baked UVs that are always used unscaled in the materials.
I’m curious what the issue might be and why we should avoid it.
If the threat is substantial, then putting effort into breaking apart meshes into uv shells and overlapping them perfectly would be justified.
I reflood this thread because need help with the same issue.
I want to map UV outside the U1V1 range for better texel ratio quality in textures. ¿What is exactly the problem of this?
This works for me when using large procedurals.
Now Im making doors. My intention is to take whole texture to cover the door front.
The door is 2meter tall x 1meter large … for that, I pretend to deform the texture from 2:1 ratio to 1:1ratio.