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Texture image scales & unwrapping

Posted: Sat Jan 11, 2014 9:54 pm
by voon
A newbie question: when I unwrap something (I use blender with the octane plugin) and chose a metal material from the livedb, that comes with image textures (say some rust/bronze etc) and is not purely procedural, the image is scaled wrong (zoomed). I noticed, when I scale the UV map manually to something much bigger than the texture used in blender, it gets better ... but I wonder if this is the correct way to do thing? it's a bit odd to have a gigantic UV map with a nearly invisible texture under it in the UV editor. I guess you don't work like this and actually use the scale attributes of image texture nodes?

Re: Texture image scales & unwrapping

Posted: Mon Jan 13, 2014 3:51 am
by FooZe
Whatever works for you should be fine.
I personally would change the scale of the image texture nodes.

There is one problem you can get if you scale your UV's a lot.
What can happen is that the UV co-ordinates span such a small range of the full 0-1 that they come across floating point precision errors.
This would only happen in extreme cases however.

Thanks
Chris.