NVIDIAGameWorks / NVIDIAGameWorks/rtx-remix
[Feature Suggestion] Vec2 tilling factor for textures UVs
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Description
Sometimes we don't want (or would be unfeasible) to make a full mesh replacement, just replace the materials and they would be applied for every object that uses them ingame. Problem is, sometimes, the objects have too stretched out UVs (Like large grass fields, asphalt roads...) with incorrect scales.
Would be very helpful to be able to tile the texture by multiplying the UVs by a vec2 property, setup in the very material, pretty much like Unity's materials do.
Use case 1: A much smaller high quality and highly tileable grass texture could be applied and tiled many times to have appropriate m^2 scale on the surfaces.
Use case 2: In NFS Underground 2, the road textures are 8:1 ratio, so to have a 1024 pixels of texture width resolution, the length would have to be 8192 pixels! Such a vec2 could multiply their UVs by (1, 0.125) and we could replace it with a square 1024x1024 texture, or use the extra saved space to bump up to 2048x2048.
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First steps
- Read the whole issue, then the project's contributing guide.
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Research direction
No files, tests, or entry points are named. Start by locating the material and texture-UV handling in the RTX Remix runtime or toolkit, then determine where a per-material Vec2 tiling factor belongs. Done means materials can multiply their texture UVs independently for both axes, supporting the grass and road examples described.
Written by the indexing model from the issue text.
Assessment
- Domain
- computer-graphics
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100