How to scale up image texture

Hi!

I’m working on procedural terrain node tree and experimenting with different ideas.

One of which is using various height maps or VDMs to give a shape to specific areas of the mesh. To create variations of terrain, such as rocky parts, cliffs etc.

Now, I’ve got stuck a bit here, when the image texture in question should be scalable through out the whole mesh, but’s I can’t quite figure out how to do that. I tried to mess around with UV, but with no effect. I’m unsure what the size of this height map relies on.

As usual, any advice is much appreciated!

scale_displacement_on_uv_map.blend (2.5 MB)

You want to transform the image on the plane right?
So you have to utilize UVs of the plane. So import them or generate them.

Btw your planes UVs are quite off.

Yes, this is what I was going for, thank you!

And yes, UV was intentionally screwed during the process.

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