dbat :godot:<p><a href="https://mastodon.gamedev.place/tags/Blender" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Blender</span></a> <a href="https://mastodon.gamedev.place/tags/GeoNodes" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GeoNodes</span></a> <a href="https://mastodon.gamedev.place/tags/UVs" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>UVs</span></a> <a href="https://mastodon.gamedev.place/tags/Help" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Help</span></a> </p><p>I am flailing hard to get UV mapping working on a simple cuboid. I have mathed in vain. </p><p>🟩 is a tile from a "texture" via Blender shader.</p><p>A 3 x 2 cube face (say top view)<br>🟩🟩🟩<br>🟩🟩🟩</p><p>If the cube face got bigger, it should still tile:<br>🟩🟩🟩🟩<br>🟩🟩🟩🟩<br>🟩🟩🟩🟩</p><p>I hope someone can help. I made a demo blend file:</p><p><a href="https://codeberg.org/dbat/level-design-tools/media/branch/main/need_uv_help.blend" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">codeberg.org/dbat/level-design</span><span class="invisible">-tools/media/branch/main/need_uv_help.blend</span></a></p><p>The file should explain the problem. Look at the Geo Node, there's a readme. </p><p>(There's no Python involved.)</p><p>ama</p><p>Fingers crossed!<br>🦇</p>