Hello Everyone,
I am stuck with an issue, any help suggestions would be appreciated. I will try to keep this post as compact as possible.
The shader needed reads 2 UV channels:
The shader should work even if the atlas texture has 2x2 or 8x8 square repeatable textures. The shader only needs to be visible in the viewport providing displaying the textures and real-time feedback when modifying the UV's, the shader does not need to be exported and compatible with Unity.
This Shader has been produced within Unity and Blender (cycles) We tried unsuccessfully using OSL in 3ds Max, after contacting Autodesk Product Support, it was confirmed that there are too many limitations of OSL in 3ds Max. So what's next? ShaderFX? Others?
I wish for in depth assistance, as I am no technical artist, and I have no experience creating a shader or the in-depth intricate knowledge of how the UV system works.
I am deeply grateful for all ideas, suggestions and assistance. If more information is required then please let me know.
thanks
Can you provide some examples of what you are trying to achieve?
Hi Ciro,
thanks for getting in touch.
Attached you will find the 3ds Max 2024 file with textures within a Zip file. One texture is applied to the cube and shows how the shader should work with the current settings.
In the slate editor look for these two nodes:
Grid Size X
Grid Size Y
The texture above has 2 x 2 (4) repeatable textures, these nodes tell the shader this information. So far so good, all seems to work just fine, until...one changes the values to anything other than 2x2...4x4, 5x5, 6x6 etc don't display correctly. In the Zip is a 8x8 texture, this is the goal. The Shader is also limited, all textures within the square will be considered the same size...
In order to understand whats happening, please look at the UV Unwrap modifiers on the stack.
I appreciate all help and suggestions.
Many thanks
Sorry, I missed your message.
Thanks for uploading the file with the examples.
I think I understand what you want to do. I believe that instead of the Grid Size X and Y being 2x2, or 4x4, etc, you need to go backwards. By the way, you can use another float value and control X and Y with that.
This X and Y are now 1
Now, if I change the value to 0.5, I get the texture repeated 4 times
If I use the value 0.25, it gets repeated 16x.
Is this what you need? You mentioned that you managed to do this in Blender, do you have that file? It is easier to see the shader in action and see what you need.
Hi and thanks for responding 🙂
The shader was created from a Tech artist using Blender, unfortunately the max file I gave you was his conversion as best as he could manage within 3ds Max.
I have included the blender file - I hope it is as it should be, I myself don't use Blender and don't have the priveledges to install it.
Thanks for the constructive feedback, at first glance, the images look good - but is the scaling handled on the 3rd UV Channel?
As an example, using the current setup and material place the setting to 4x4 or in your case 1.
I hope the example text above and the blender file help to clarify.
Once again many many thanks for taking the time to help.
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