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UV Tiling

UV Tiling options allow you some extra control over the final texture coordinates on a Branch generator. Unless you are careful with the UV Mapping properties, the texture coordinatess on a branch will wrap. That is, they will go outside a 0-1 space in U or V or both. The tiling properties allow you to chop up the geometry into 0-1 chunks, or “patches”, so that no texcoords go outside 0-1.

Tiling Options

The "UV Mapping:Tiling:Style" property enables the chopping-up-geometry part to change the tiling texture coordinates into 0-1 patches.

When changed from “Tiling” to one of the other options, no UV will go outside 0-1, but this may cause additional vertices to be added. With wrapping texture coordinates, the seam of the texture can fall between vertices with no problem. But this won't work when every vertex is moved within 0-1, as additional vertices will need to fall on the seam. See the picture below for an illustration of what happens when patches are enabled when the V coordinate seam does not fall on a vertex.

Note: This automatic chopping may not be worth the additional expense on very low poly game trees.

Improving Texture Atlases

Patching

UV Areas

tooluv_editor

Using UV Areas

Patch Control