![]() ![]() Not really sure what to do from here since I've never tried to edit a node before. When the mask X and Y are set to 1 (smallest) there is still a small mask showing, and that error is added to whatever size the mask is set to. The mask seems to be bigger than it should be. Would be great to be able to read the output from each node in a function.ĮDIT2: There seems to be a bug in the cropping node inside the AtlasMaker. I'm trying to debug the mask size/offset functions but it is very difficult when you cannot see the result at each step. The reason being that when tiling the material with the material transform node, due to the way the pixels are interpolated each tile ends up not being symmetrical (only the whole set of tiles is symmetrical) and this is causing me issues with fine detail at the edges - I'm doing bevelled scifi plates.ĮDIT: It isn't a downsampling problem, I'm getting a possible bug with the mask size/offset (maybe the same as people posted about above), it isn't correct according to a grid pattern I made in gimp to compare it with. Hi Wes, thanks for this great tool! I was wondering if there was a way to directly copy a small material into a particular location of a larger material, as opposed to tiling it and then mask blending it into the larger one. All the materials are painted directly onto surfaces, but I want to paint them onto components/groups instead. I’ve imported an iges file from Fusion360 and trying to simplify the model. Screenshots in first post, where you see everything tightly packed next to eachother will not work in game engines I’m a long time skp user but can’t seem to work out this basic function. ![]() padding will take few pixels, so it doesnt matter where you put this textures in atlas and in what order because they should not be next to eachother. You can find online more info abbout padding textures in atlases: īottom line is: if ur atlas is 768x512, ur textures cant be 512 and 256px wide. So it doesnt matter how textures are positioned inside atlas.Īnd btw, great tool, will have to test it out first thing when i come from work ![]() I didnt try this in UE4 yet, but i assume its the same deal, since it uses mipmaps too. because unity uses mipmaps and you will get visible seams if in game you go far enough from model, and mipmaps switch, there will be a seam if you dont leave padding, and fill up that padding with solid color that is close to whatever texture you have there.įor example brick texture, would have small 2-3px brownish padding around it. The only thing that i found you must watch out when working with unity, is that you leave some padding around them, sort of same as doing UV's for lightmaps. In my knowledge of modularity, it doesnt really matter where inside of atlas you put them. ![]()
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