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Declined

UV coordinates - Which contain editable co-ordinates

Aaron 8 years ago updated by aaron 8 years ago 3

It would be nice and tidy if I could plug in a UV Co-ordinates node, which already contains U and V Vector values that I could change, without having to create a multiply and append values. In Unreal you can just plug in a UV Coordinates and then set within this node the tiling U and V, then, if you wish, you can manipulate the UV's via adding/multiplying etc.


I know you're thinking, but just plug in a value for each vector multiply then append voila, but if your doing something complex, with lots of different texture 2D nodes and they all need different UV tiling, then not having to have lots of multiply append to change the UV's really does clean up shader networks, and stops becoming difficult to read at a glance. Unless I'm missing something in Shaderforge, then this would be really handy


Thanks

Just to clarify:



You've made this possible on the Panners, but not the UV Coordinates :)

Declined

Well, you can do the same thing with 3 less nodes, which is clean enough to me :)


As for having it in the UV node itself - you don't always use those values, I think it's nice to not have them there, and do it manually as shown above

Ok, ah yes, of course, I don't know why I was making that so complicated for myself!


Thanks Jo