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  • Published 10 Sep 2022

texture node tiling settings overhaul

numerus graphics engines support texture mirroring, repeating, clamping, and clipping for the BOTH the textures X and Y coords

blender supports only repeating, clamping and clipping for both coords at the same time

a shader node setup can get around this lack of settings but it runs into problems due to how blender applies texture filtering along with the fact that the shader node is rather complex and you still have to manually change settings on the texture node

it would be nice if blender actually supported a basic feature that has been part of the industry since the 1990s

Capture.JPG as you can see here this node setup can "fake" it but runs into problems with the filtering (notice the white line running along the textures X axis) if i used linear filtering then theres no problem at all and the texture node changes wouldnt be needed but theres no way to filter a texture after the rgb leaves the texture node so thats impossible

100%

Development Status: Open

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steventylerseanherr
10 Sep 2022

1 Comment

steventylerseanherr Author

as of blender alpha 3.6 texture nodes FINALLY has a mirrored mode (YAY)

now to not let the FULL idea get lost can the texture extrapolation be split into U and V extrapolation instead of just BOTH? so we could for instance: mirror U and extend V. or clip U and repeat V.

also not sure if i should post about this here since its related to this idea or to just make a new idea lol