Volume Texture how to change Tiling Method

Right now i am trying to learn how to use Volume Textures and for that i am trying to recreate the texture on the [Create Volume Texture][1] site.

The Problem i have is that i am not able to change the Tiling Method from Wrap to Clamp in the Volume Texture, resulting in the texture in the picture. What i want is that the texture looks like the one in the source texture (in the picture on the right), where there is a hard edge on the right of the color squares.

In the Tutorial, the person was somehow able to change that, as his cube has the right color distribution.
In contrast, my final volume texture looks like the following:

The red and the blue combine to a magenta which is on the top and bottom of the cube.

In the normal texture editor, you can easily change the Tiling Method in the texture tab, but this option is missing in the volume texture editor. How am i able to change this in volume textures? I don’t want to change the filter method. using the “Nearest” filter for example corrects the error, but then i don’t have the gradient the person in the tutorial has but big pixels instead.

Hi, I had the very same problem and someone else found a solution to that, so I just though about sharing it with you.

You might not be able to change the tiling method inside the volume texture, but it works for me to do it in the material: use a TextureSample node and set “Sampler Source” to “Shared: Clamp”. If you’re working with custom nodes / shaders, replacing TexSampler with the following might do that job (taken from generated HLSL):

GetMaterialSharedSampler(TexSampler, Material.Clamp_WorldGroupSettings)

Hope that helps :slight_smile:

Thats how I did it, too, in the end. I forgot to write that to this question though. Hopefully this will help others find the solution sooner.