UV Coordinate offset

Is there something inside the material editor that can offset the bitmap?

Like the samething that we have in 3ds max

thanks

Yes, you could use the panner node to offset it. Coordinates Expressions | Unreal Engine Documentation

But with the panner, the offset keep moving, in my case, i did a bad unwrap and i want to correct it my giving a small offset to my bitmap

Not if you give it a constant instead of the time.

Hi,

Instead of a panner, it might be more conservative to use a TextureCoordinate instead.

Cheers,

2 Likes

Well look at that…it work :stuck_out_tongue:

Thanks mate!!

yes thats it :smiley:

thank you so much - i set the tiling again to 2, 2 and the image textures to clamp ! then add and substract the uvs to offset the images.
and now the ugly seams finally gone :-D.
i wonder why ceil doesnt work / or floor and the clamp node (min max)
perhaps I’ve overlooked a little thing.

thank you again !!!

Hi KVolger,

What is the Yellow node you are adding to the UV coord?

Sorry… It’s a vector, silly me! Thanks for helping me resolve the issue too =)

Cheers!

Is there a way to clamp the edges, so that it wont tile? I’m trying to get most of the middle bits of my texture to be offset. I’m building a anisotropic shader just like this image here: https://i.stack.imgur.com/n3OfK.jpg

Thanks for you help! :slight_smile:

Life Saver.

It seems like panner now defaults to game time, and even with putting a constant in the field it still seems to pan. Is there an updated way to offset a UV now? It seems really basic, so I feel like I must be missing something obvious.

Edit: I realized I could just check a material I knew worked and had an offset parameter. I recreated it in a simpler way without panner like this:

image

(In case that image gets destroyed in a migration, I’m using MakeFloat2 to make the offset, then using the Add node to add to TexCoord, then passing that into the UV of my texture sample.)

Hello I’m tiling my UV to create the ilusion of flor moving on a immobile object.
When I try to also rotate the actor which has the texture with its offset changed, the rotation doesn’t affect the uv, or something happens that I can’t add the same offset to the UV in a different world direction,
What I want to do is to make that UV offset of the texture coord doesn’t ignore in which position it is on the 3d world, (it’s actor ie. a dj table is now facing north, was south, but each time dj removes a disk it jumps in the same direction, like if the table was not rotated 180.)