I’m working on some really long thin walls and so I’m ending up using large U values so I can have contiguous UV’s. I’m doing this so I can simplify the way I break up tiling artifacts without worrying about seams between meshes. When the U value hits 512, independant of the source texture, I get texture streaking.
Yes there are simple workarounds, and I can easily fix the UV’s over 512 in the source meshes.
But it would also be nice to do this in the material. When I use FMOD to truncate the UV value, it doesn’t fix the issue, which makes me belive the UV values over 512 are already corrupted when they come out of the TexCoord node. For comparison, I can always fix UV streaking when I use the WorldPosition node to get values under 512.
Anyone else noticed this?