Hi,
after some tests and read the doc , in offset section of Texture:
" The below texture types share the first uv channel in the engine. The offset (and repeat) setting is evaluated according to the following priorities and then shared by those textures:
- color map
- specular map
- displacement map
- normal map
- bump map
- roughness map
- metalness map
- alpha map
- emissive map
- clearcoat map
- clearcoat normal map
- clearcoat roughnessMap map"
I would like to understand what you mean with “the offset (and repeat) setting is evaluated according to the following priorities” because it seems that all texture slots are using simply the offset and repeat value of ‘color map’ slot.
My question is also why do you decided to share these values ? It seems to be a big constraint for 3d artist to use same tiling and offset for, e.g. , color map and clearcoatNormalMap, these textures have nothing to share in my opinion. But I probably missed something.
Thanks