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I have a model that takes advantage of UV repeating i.e. UVs technically go outside image bounds, but it just means that the texture is repeated. The engine I am working with doesn't allow this. How can I convert these UVs so that they fit the image bounds but keep the tiling?

I can't use nodes to solve my problem since it doesn't actually restructure the UV mappings.

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  • $\begingroup$ You could bake the texture and save a new image. $\endgroup$ Jun 29, 2021 at 4:48
  • $\begingroup$ Or you could tile the texture in Photoshop or another image editing software so it's already tiled within the UV bounds. $\endgroup$ Jun 29, 2021 at 4:50
  • $\begingroup$ Can you share the model and the texture? Upload it to blend-exchange.com and follow the steps. $\endgroup$ Jun 29, 2021 at 14:27

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This node setup can repeat the texture, but be aware, you have adapt the values for your needs. It depends on the texture size.

enter image description here

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  • $\begingroup$ Why didn't you use mapping node to repeat the textures? Is there something wrong with using that? $\endgroup$ Jun 29, 2021 at 6:39
  • $\begingroup$ There are always different ways to solve problems. Nope, nothing wrong with that. $\endgroup$
    – Chris
    Jun 29, 2021 at 6:42
  • $\begingroup$ I'm afraid I can't use nodes to solve my problem since it doesn't actually restructure the UV mappings. I need to get the actual UVs all within the image bounds because that is what the engine requires. $\endgroup$
    – theolaa
    Jun 29, 2021 at 8:41
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    $\begingroup$ so you should have written this in your question - this is what a good question is about: it tells what it wants and what it doesn't want...i cannot smell what your engine requires... $\endgroup$
    – Chris
    Jun 29, 2021 at 8:43

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