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GP Bikes => Support => Topic started by: h106frp on April 03, 2018, 12:32:20 AM

Title: Shader map tiling
Post by: h106frp on April 03, 2018, 12:32:20 AM
When using a large texture tile for the track surface (diffuse) is it possible to force a smaller sized shader normal/specular map to tile within this texture space rather than stretch to the parent texture size?

It just occured to me this would allow a detailed normal map of tee track surface using a compact shader texture

Thank you
Title: Re: Shader map tiling
Post by: TFC on April 03, 2018, 05:26:58 PM
Can't you use the 'repeat' argument in the SHD file before compiling? I've not tried but it makes sense that you could do this..
Title: Re: Shader map tiling
Post by: h106frp on April 03, 2018, 05:32:40 PM
Just had a look and the function is only documented for mxb, might be worth a try though as you never know
Title: Re: Shader map tiling
Post by: TFC on April 04, 2018, 11:40:42 AM
Any luck? I'm pretty hopeful it should work..
Title: Re: Shader map tiling
Post by: h106frp on May 28, 2020, 01:13:45 PM
Having noticed the improved grass textures in b17 default tracks I thought I would re-visit this and early results from a test scene using mapview suggest this does actually work.

Thanks for the tip  :)