Greetings to all.
Is it possible to somehow offset the UV coordinates in a shading network beyond the usual [0, 1] space? I am trying to do this to force the image node to return the texture value of a specific UDIM tile.
I know that this can probably be done with the uv_coords input on the image node, but the manual states that using this input can have a detrimental effect on rendering performance. It looks like uv_transform could probably do something like this, but it seems to insist on wrapping the UV coordinates to the [0, 1] space in some manner.
Is something like this possible without writing my own shader to do so?