Author Topic: Shader map tiling  (Read 197 times)

h106frp

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Shader map tiling
« 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

TheFatController

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Re: Shader map tiling
« Reply #1 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..

h106frp

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Re: Shader map tiling
« Reply #2 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

TheFatController

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Re: Shader map tiling
« Reply #3 on: April 04, 2018, 11:40:42 AM »
Any luck? I'm pretty hopeful it should work..