I have a large texture -a photo- and small simple meshes that should display regions of the main texture. These meshes should have an alphaMap, for example a circle.
In the mesh material’s texture (PlaneBufferGeometry), I change the UV mapping so it will display the proper region of the main texture. The problem is that the UV mapping is also applied to the alphaMap but I want it independent.
See this fiddle: https://jsfiddle.net/truji7/raq6o38w/33/
First one is with no remapping, 2nd setting the UV textures and 3rd calling texture.repeat.set(.5,.5);
One would say that repeat is applied to the texture only, no other maps, but it seems to affect to all.
The accepted answer at
https://stackoverflow.com/questions/59972629/threejs-texturemap-uv-with-independent-alphamap/59975383#59975383 works beautifully but involves messing the shader. I wonder if there’s some other way to set the UV map of the texture only leaving other maps unchanged/independent from the texture.