Tiling part of an atlas

Node-based Shader Editor

Tiling part of an atlas

Postby cepeka » Mon Mar 18, 2019 6:13 pm

Hi !

I'm trying to tile part of an atlas texture. I somehow managed to do it with a flipbook node
(as said on this topic : http://amplify.pt/forum/viewtopic.php?f=23&t=796)
but I've got a small margin on the result. Is there any other/better way to do something like this ?

Edit : Maybe I've asked a little quickly without thinking further, i'm trying to save some drawcalls by atlasing textures and still have the ability to tile parts of the atlas.
I didn't thought of a way (in this case) to change the Start Frame value without another material. Maybe a way to retrieve some values with vertex colors ? Or a simple script which assign a Int value... Don't know, I will meditate more.

Here's my graph :
Image

And here's the result :
Image
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Re: Tiling part of an atlas

Postby Amplify_Borba » Wed Mar 20, 2019 11:15 am

Hey there!

Can you confirm if your texture's Wrap Mode is set to Clamp?
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Re: Tiling part of an atlas

Postby cepeka » Fri Mar 22, 2019 2:56 pm

Hi, i've remade the exact same shader on a new file and the margin is more subtle but still there.
(I don't know why it's less big than before tho...)

Setting the texture to Clamp does affect it a veeeery little bit, but it stay basically the same.

Image
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Re: Tiling part of an atlas

Postby Amplify_Borba » Mon Mar 25, 2019 12:30 pm

I was able to replicate the behavior you've reported, and in my test setting the texture to Repeat and filter mode to Point seems to have solved the lines at the edges of the texture:

Image

Please let me know if this helps!
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