Author Topic: Can I fill entire map?  (Read 1998 times)

Hi,

Is it possible to fill entire map? If I use fill layer, materials or other procedural contents are fit just inside of the uv islands as shown below.
I feel that's pretty handy feature and I love it but sometimes I need to fill entire map as well as uv islands for specific purposes.

Last Edit: January 07, 2018, 04:53:30 am

When you EXPORT your maps, they will (can) fill in all the space between the UV islands.  It's not uniform or pretty.  It's made to help eliminate gaps and edges and lines and stuff.  Other than that, though, you are basically painting the mesh.
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When you EXPORT your maps, they will (can) fill in all the space between the UV islands.  It's not uniform or pretty.  It's made to help eliminate gaps and edges and lines and stuff.  Other than that, though, you are basically painting the mesh.

Thank you for the answer.

My purpose is to use one of the procedural gray scale maps as a roughness map in game engine. It's to be 'tiled' in UE4 so 'tilable' roughness(something like cloud series) will go into a specific channel of custom rgb map(e.g. R for metallic, G for tilable roughness, B for AO).

I hope I can make it someday. Thanks for your support.

Ah, I think I understand now.  You want to create a tileable texture.

It sounds to me like you possibly need to get into Substance Designer.



Hmm... I wonder...
What if you had a simple plane object, square, and the UV map filled the entire 0-1 UV space... and then you applied a texture to in in Substance Painter, and then exported the texture maps.  There's probably a much more elegant approach, but it's an idea.
Last Edit: January 07, 2018, 05:41:15 pm
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Common "Help" suggestions:
- LOG FILE tips - https://forum.allegorithmic.com/index.php/topic,22451.0.html
- LICENSING issues https://www.allegorithmic.com/contact
- ATTACH files and pictures to posts: https://forum.allegorithmic.com/index.php/topic,23670.0.html

Ah, I think I understand now.  You want to create a tileable texture.

It sounds to me like you possibly need to get into Substance Designer.



Hmm... I wonder...
What if you had a simple plane object, square, and the UV map filled the entire 0-1 UV space... and then you applied a texture to in in Substance Painter, and then exported the texture maps.  There's probably a much more elegant approach, but it's an idea.

Yes. I love to work with SD when working in SP. However, I wondered if there is a dedicated feature to solve my question for benefit of short working steps.

I suppose that your suggestion is going to work well! That's a pretty simple and straightforward trick.
I really appreciate for your help.