In another thread here I was introduced to the concept of combining multiple textures and re-sampling that same texture at different uv coordinates to get the desired result.
This works pretty well (except for repeating so far, but that’s a separate issue).
I have this working on planar geometry and thought about using this technique on my many models that use diffuse, normal and specular maps.
Example (added complexity of texture blending):
I have this working but it kind of was a pain to scale the model uv’s when doing more complex geometry. I tired doing it programmatically, but ultimately had to go into blender and scale the uv’s there and also transform them as well. In blender I just scale the x and y coordinates by 0.5 and then translate the uvs to the bottom left corner of the uv editor.
I’d like to know how to do this in three.js so I do not have to re-export hundred of models. Not to mention in some cases this technique is undesired, so I would have to have both a uv scaled glb and the original for different situations.
Anyone know how to do this?