So during the past week or so I’ve been working on making a cityscape just as a visual project in UE4 and I looked into using an atlas texture along with any material nodes that would work out like the World Alignment Texture node. I’m curious if it’s possible to do that though: to be able to have like 4 different objects using 4 different kinds of textures from a single image that you can scale and not stretch in realtime? Like if I scale the object, I would hope to see more windows/bricks being added and the texture on the object isn’t going to get squished or stretched. I would think if I went in on each object assigned the same material and image assigning each object onto the different textures in UV mapping that there’s a node that could go ahead and scale just that portion that the object is mapped to.
I know I can make more than one material with their own texture, but, like I said I’m curious about this cause in the future I’d like to use this technique I’m describing to save up on performance issues. If I were create a bunch of materials and textures to be put in I think would use up more memory and load time which is something I would hope not to do.