Can you have different tiling for different aspects of the shader editor?

For example, I have a repeating texture map and I want to use an opacity map with it. I want the texture map to have 5 x 5 tiling but maintain the 1 x 1 tiling on the opacity map. Is there any way to do this? Or can you use a decal or lie to project the opacity?

Comments

  • MattymanxMattymanx Posts: 6,996

    Yes you can do it.

    When in the surface tab, if you click on the little square where the image is a menu appears and near the top is "Image Editor"

    In that image editor, you will find the tile option

  • Oso3DOso3D Posts: 15,085

    In Iray, yes; right click the image map and open Image Editor. The second pane should let you set tiling, and it will only apply to that image map.

    (This is one of the things I really like about Iray)

  • Ok that’s fantastic news! Now if I can just figure out how to make cutout opacity tiling match the opacity map tiling and I will have something great!

  • barbultbarbult Posts: 26,202

    You can use a mathematical formula in the Instance Tiling fields, too. If you have set your overall texture tiling to 4.56 in the horizontal tiling and vertical tiling in the Surfaces pane, set the Cutout Opacity Instance Tiling horizontal and vertical tiling to 1/4.56. Let Daz Studio do the calculation of the correct decimal value. 

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