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I can't even get a working vmt to give an example (otherwise I'd post it here) but when ever I've had it working in some limited fashion, it would always mess up the scale for detail. Even if I were to completely mirror the values (eg. basescale 2 / detailscale -2) it doesn't seem to affect it at all.
I wish there were a way call up separate UVs (ohhh that'd be so much easier) so then I wouldn't have to keep tinkering with vmts endlessly. You seem to be my "go to guy" for vmt info, aren't you Rectus :P
The detail scale seems to mean how many times it fits in the base texture, before any transformation is done to the base.
So if you want to have the detail match the UV while tiling the base texture, setting them like this seems to do it:
So again, THANKYOU so much I really don't know where else I'd find info on this.
hi 9 year old post (WTF XD)
i was wondering if you have any idea on how to randomize the rotation value in $basetexturetransform when the texture is applied in the world, im not expecting a response but its worth a shot xD
You would have to output the random value to a custom variable, plug in that to a TextureTransform proxy, and plug in the output of that to $basetexturetransform.
Hot damn you ain't kidding. I was hella surprised when I saw a notification to this on my Steam. Glad to see people still getting use outta this thread!