Yep, I know I’m being sloppy and should do it the right way. But I figured I’d hit a hardware texel limitation tiling this much rather than a TexCoord node math limit.
I don’t get these issues when I use worldposition as the UV source which are much much larger (I can always dial it down in a shader; the UV’s above 512 are not corrupted).
Easily fixed on the source mesh with a mel script and an FMOD type command. 