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9

Using default plane unwrapping the plane will be mapped 1:1 to the texture, so I multiply the coordinates so they go outside the boundaries. Then I apply modulo, to get a repeating 0..x range, where x is the the value in modulo node. To get spacing, use modulo > 1 to get some values outside the texture, and of course set "repeat" mode to "...


2

You can use the object space Z coordinate of geometry as an attribute to influence other attributes, if you split it out of the given position attribute. Here, it's called pz. In this case the .5->1 range is soft-mapped to 0->1, and the 1->1.5 range is soft-mapped to 1->0. The results are put into h_pz and l_pz. When the minimum of those is ...


1

I think it's not possible. It looks like the hard caps are not respected for inputs and outputs in shader node sockets. Also, it seems it's not possible to change the caps through the Python API, since those attributes are read-only. The value validation is obscure, as explained there for instance : https://devtalk.blender.org/t/node-properties-seem-to-miss-...


1

You can achieve this by this (I didn't complete it, because I was too lazy): But you would have to copy the mapping + image node and mix node for every tile you need and adapt the x/y coordinate accordingly. Of course, you could also make a node group from this to make it easier to use and reduce some nodes. But Filip's suggestion is quicker...except you ...


1

I was looking for this as well, but you can actually do it, just not Quite in the same way, and it's Way too much work. I'm writting a request to just open this up in nodes instead, but wanted to see if there was another way to do it. So add the driver to the viewport display. Create an rgb node. Right click and copy the full path (you'll only use half of it)...


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