Texture uv scaling

Godot Version

`4.4 mobile

Question

I got a texture from poly haven 3 .png files. When I apply the texture , rough and normal on a 10x10 plane it looks great. When i use a 100x100 plane and change uv1 to 10,10,10 or 5,5,5 or 20,20,20 it looks all pixelated. Ive tried temporarily turning off mipmap and ive tried 4k and 2k textures.

UVs are typically between 0.0 and 1.0, regardless of the polygon size. The coordinates are normalized to the texture page.

When you have UVs larger than 1.0 or smaller than 0.0, the way those render depends on whether your texture is set to repeat or clamp; with clamp, you get whatever is at the closest texel to the coords you specify, and with repeat you get a texel that’s modulo 1.0 of the coords.

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