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Texture offset and repeat settings on Material object #11193
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See #5876. You have to read the whole thing though. :) |
@WestLangley Thank you for sharing that nightmare with me. I didn't realize it was a classic - not sure how I missed it. Looks like it's a popular issue that's been sitting stale for ~15 months. Any idea what it might take to move it along? #8278 is also of interest as I recently ran across the same use case as mentioned here. |
@brianchirls It is up to @mrdoob, of course. A good time to request such large-scale changes is right after a new version is released. |
Each texture uniform should have another uniform on the shader managing the channel and the repeats. Or hold that information while sharing the actual image data( same way mesh/geom work) |
@brianchirls Is it okay for you if i mark this issue as |
@Mugen87 Sure. |
Currently, the only ways to adjust the offset and repeat are to either change it on the texture object or to change the UV coordinates of the geometry. However, there are cases where it would be useful and performant to adjust on the Material.
For example, imagine creating a room where the walls would share a repeating texture - perhaps tiles, drywall, marble, etc. Ideally, you'd be able to use a single texture for all the walls and a single geometry, with each wall as its own
Mesh
object with different scales, positions and rotations. But if the walls had different dimensions, the tiling pattern would be stretched differently on each wall. To solve this now, you'd either have to make many instances of the texture, each with its own repeat/offset values or you'd have to give each wall its own geometry. It would be easier, faster and more flexible to allow each Mesh to have its own values.Yes, you could merge the whole room into a single geometry and tweak the UV values. But that's much harder to do procedurally and it doesn't suit cases that require flexibility such as a scene editor. And it's slower to adjust in real time.
(This issue replaces #10490)
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