Texture extensions X and Y options
Textures should have the extend, repeat, or clip, all have x or y axis options. Work that I do involves older model formats that use these options, and it would be awesome if Blender can be my go to tool to look at older formats and archive them in modern formats.
5 Comments
You can do that manually in shader
eg. Clamp X/Y
* @Pawel Piotrowski * The thing is from what I understand, texture extension modes are gpu flags. Shaders can do whatever they want because they are shaders. The texture flags itself on the gpu can support this because its been a thing since the 90s.
* @volantarius * Yea, but reasoning of complicating UI and code is unconvincing.
Its was old days thing. Old models can be easily rendered by eevee with shader level clamping. Saturate (clamp to 0..1) is done with 0 performance hit on modern GPUs so, at least i dont see clear benefit for average eevee user of that kind of option. Other engines in these days like Unreal or Unity neither does not bother of making different wrapping for different coordinates.
* @Pawel Piotrowski * It doesn't over complicate anything. There is enough in Blender already that can complicate anyone who doesn't know what ever thing they don't know is for. Unity does have different wrapping modes for textures, so does Source and so does Unreal.
docs.unity3d.com/ScriptReference/Texture-wrapMode.html
docs.unrealengine.com/en-US/RenderingAndGraphics/Textures/Properties/
These are GL instructions.
gamedev.stackexchange.com/questions/62548/what-does-changing-gl-texture-wrap-s-t-do
All I'm trying to get at is that I just want my axes that I know the renderer can do lol.
* @volantarius * Oh, yea i forgot about that option in unreal ( didn't yet had demand of using it), and in unity there is code access so i guess its expected to have more options, unfortunately eevee dont have custom glsl/hlsl/etc code.
I mean. Yes that should be added, it is low hanging fruit. But there are plenty of low hanging fruits and EEVEE developers is ~1. And it is achievable with workaround in shader and it is quite specific usecase so i would expect this to be implemented in near feature.