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Question by Lilius · Jul 28, 2015 at 12:37 PM · blendertilingtexture-atlas

How can I tile textures from atlas?

Here is a small example. I create a 5x1x5 sized floor from a cube, and try to tile the textures. I want to have this stone brick texture 5x5 tiled on the top, and 5x1 tiled on the sides.

alt text

alt text

I first tried this with texture of stone bricks only and I can create it in blender by scaling the UV maps, but this way I would need a new material for each texture.

I could also add more faces and map each with the texture I want from the atlas, but this might be too much work and more triangles if I would build a large building.

Is it possible to tile the textures the way I described? If not, what is the most optimal way of achieving something like this? I'm trying to build a house that looks something like Minecraft buildings but it can be one object, no building or digging needed. I try to keep the draw calls and triangles as low as possible. I'm using Unity5 and Blender and I'm quite new with them.

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avatar image Cherno · Jul 28, 2015 at 02:03 PM 0
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Read up on uv mapping. If you don't need to change a model's texture at runtime, you can just do it in Blender. Basically, scaling the uv map is right, but you obviously need to scale it down so it repeats five times for the top surface.

avatar image Umresh · Jul 29, 2015 at 01:40 PM 0
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TRy changing x,y,and offset values in material.

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Answer by RLin · Jul 29, 2015 at 03:59 PM

To tile an atlas, you either need to write a shader that does that, or cut your geometry into chunks, each the size of the tiled area, and make each chunk have its UV's set accordingly. The second strategy will result in much higher poly counts, so I personally would not use it.

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avatar image ridha · Mar 14, 2018 at 12:22 PM 0
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is there any documentation about the shader? or any references?

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