![]() ![]() That’s how to do it! Works great in Blender 2.8 and above. Doing so will allow you to decrease the scale values and see a decrease in texture size (and vice versa), but you’ll be dealing with decimal point values. If this inverse law of doing things is freaking you out, switch the Mapping Node over from Point to Texture. To decrease the texture size, increase the Scale Values on the Mapping Node. To make a texture smaller, increase all the Scale Values in the Mapping Node. Once connected, you should see no difference – but no texture weirdness either (other than the wrong scale). I guess otherwise, the Mapping Node doesn’t know what to scale – which makes sense. You’ll also need to add a Texture Coordinate Node in front of that, connecting the UV output to the Vector Input of the Mapping Node. ![]() ctdabomb writes: has recently added a textures section sort of like, except these are freely licensed (cc, GPL, etc.) with almost 3500 textures and a HUGE variety which fits every need. There's a lot of game-related content there, but also some generic stuff. Notice that the effect is probably not what you’re looking for. Here's a nice textures library, all open content. Leave it on the Point Tab and connect its output to the Vector Input of the Image Texture (the purple one). In the Node Editor, add a Mapping Node (SHIFT+A, then find it under Vector). While it is possible to edit the UVs to make it all look handsome, there is an easier way for us to scale textures, namely by adding a Mapping Node into the shader. Sadly, that texture is often scaled incorrectly. When I import regular OBJ files into Blender, they come in with a basic diffuse shader applied, with the texture file in the right place. If a 6k texture only takes ~200kb - Its likely not very detailed, a single color image or highly compressed (lossy). Note, the on-disk size of an image isn't all that meaningful. ![]() So they can - for example, streamline managing multiple tile-sets at different zoom levels. They also have the advantage that each image view has a single zoom-level, (unlike a texture mapped to a 3D-mesh, which may need to access multiple mip-maps at once). They typically don't have to operate under the assumption that any texture may be painted or edited at any time.ĭon't have to load the texture into graphics-memory to display on 3D models, so they can use their own in-memory representation of images. Games have the advantage that textures can be pre-processed, compressed on-disk to be sent directly to the graphics-card in formats you wouldn't necessarily be able to open for editing.
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