Why do I need UV offset and repeat?

Why do I need UV offset and repeat?

UV offset and repeat (and probably some of the other texture properties) are uniforms which are strangely passed from the texture into the material, which leads to issues where you have to clone textures per material (wasting a ton of memory) if you want per-material offsets/repeats, or roll your own custom shader.

Is the UV offset part of the texture?

In anycase updating the uniforms off the texture is weird, since it really has no business being part of the texture, and ends up being confusing to the end user.

Is there an offset / repeat For every texture?

Agreed. The plan is to simplificate all this (using a single matrix3 in the shader) and having a offset/repeat (or translate/scale) per texture. Anyone that wants to help with this would be much appreciated!

Why do sprites have textures instead of materials?

Each sprite has a material, and those materials share a single texture. The texture has an image. The texture no longer has to be cloned. On the GPU side, the materials would share a single shader program. IMHO, this is a more-natural API. I am trying to recall why the API was implemented the way it was. I expect there was a good reason.

What happens when UV is applied to static mesh?

When the same image texture is applied to the Static Mesh, it changes what parts of the texture get applied to what parts of the Static Mesh. Triangles in the UV mapping can overlap. An overlap just means that the same part of the texture gets applied to multiple parts of the 3D Static Mesh geometry.

Why are my UV channels so big in Unreal?

Or, if your UV mapping assigns areas of UV space unevenly to the triangles of the mesh—so that big triangles on the mesh are mapped to small areas of the texture or vice-versa—the texture will look stretched or distorted on different parts of the mash.

What does overlap mean in a UV channel?

An overlap just means that the same part of the texture gets applied to multiple parts of the 3D Static Mesh geometry. The U in “UV channel” refers to the horizontal axis of the texture; the V refers to the vertical axis.

How is UV unwrapping used in 3D printing?

UV mapping or UV unwrapping is taking a 3D model and cutting its geometry and lay out the pieces flat on top of an image. We then use the result to map the position of the image to the position on the 3D model. You may have seen those odd images sometimes that looks like you could print, cut out and glue together to create an origami figure.

How to create UV channels in Unreal Editor?

The Unreal Editor offers two ways to create UV mappings for a Static Mesh: Project Setup: In order to use either of the UV channel generation methods outlined below, you must install the Polygon Editing Plugin for your Unreal Engine project.