I want to create a material node setup that mirrors a UV map on X and Y axes. If I don't need to prepare a mirrored version of the image (4x the pixels) it will save time and memory.
I have managed to do this using a sort of complicated setup with lots of math nodes and a color ramp, but I think there must be a simpler and memory-efficient way.
Here I have the 4 corners mapped out individually, and can preview each one at a time, but I don't know how to combine them using only vector math.
Thanks in advance to anyone with vector expertise who can help.