Per-Axis wrap mode for image nodes
Game engines allow you to specify the texture wrap mode per axis individually. This feature is currently missing in blender.
Optimally, in image texture nodes, you'd be able to choose a "Per-Axis" wrap mode, which shows 2 additional dropdowns, one for each channel.
5 Comments
I like the Idea but I don't see when it will be useful. Can you give me an example usecase of this feature ?
My primary use case right now is the accurate replication of models from older games utilizing this exact method to achieve specific tiling patterns, which presents a challenge in the current state.
These principles are not limited to older games though, as one could use it to create specific .e.g floor tiling materials without having to rely on subdividing the actual mesh.
Another usecase of that is in VATs, and many other gamedev trickery that is currently limited by that ultra simple change.
use vector math nodes make it
it isnt fully functional that way sadly it messes up when you combine modes eg mirror x and repeat y will result in seams caused by the texture filtering not accounting for the new texture boundaries
you can use the closest filtering option and Reimplement filtering but then you are dealing with 4 texture nodes for each texture which very very quickly becomes a mess lol