Presently in standard DS surface shader all various parameters (diffuse, opacity, specularity) tile automatically and usually it is a very handy feature to have. But is it possible to decouple opacity tiling from the main, so tiling of opacity and other maps can be changed separately? Sometimes I need to use tiled 5 diffuse with tile 1 opacity maps.
Yes, but it requires manipulating the shader in Shader Mixer.
Load you item, apply the maps and then go to ShaderMixer and select New > Import from Scene. That will load the shader. There will be one tiling brick connected to all the maps, except Normal. Disconnect it from the Opacity and any other you don’t want tiled. Then click the Apply button. DS defaults to tiling 1 time when no other tiling parameters are established. Alternately, you can add more tiling bricks (rename them…each parameter needs a new name…Horizontal Tiles become Opacity H Tiles, etc…) and connect them to the individual items.
Items without a map/value won’t show up when you load the shader from the scene, so put something in every parameter, even if it isn’t used…you can always reset it afterwards.
Then save the edited shader as both a new brick network and a preset…this gives you more editing options later without having to reload it from scratch.
Little tip, only import from scene if you want to import an SM shader, doing it with the default surface shader will leave you with a couple of bugs in the mimicked SM shader, main one being an inverted displacement, always build from scratch in the SM to avoid them.