Is real UV tiling possible in Blender?

Seems that every other 3d application can do it, except of Blender: does anybody know if it’s possible to tile the UV of an object?
I don’t mean the “game engine” tiling repeating inside the single 256x256 UV/Image Editor window, I’m referring to UV isles placed on “other adjacent windows”, that is “tiles” (tile U0_V0, tile U1_V0, tile U2_V0, and so on).
This seems to be the normal workflow for texturing in the industry, lately…
Thanks in advance.

It may be possible, but I doubt it’s documented if it is possible. So unless someone has figured it out through trial and error…

Yes its possible to do this via nodes, but there is no native way of doing it.

UV coordinates are reported to cycles as absolute positions.

Hi doublebishop: would you show me how to do it in Cycles? A screenshot or a simple blend file would be really appreciated… thanks in advance. :smiley:

Dont have time to set up one, but use the texture coordinates output with the seperate RGB nodes in conjunction with the math nodes…

also have a look into the vector mapping node, that may be able to do it aswell.

SOLVED.
Thanks anyway doublebishop, I solved it in the simpler manner, no need for complex setups. :slight_smile:
In case anyone else need to know this:

  • I just assigned the faces sharing the UV coordinates in tile U0_V0 to “material01”, the UV coordinates in tile U1_V0 to “material02” and so on, so each material has its own image texture to be painted on;
  • then, it’s enough to paint directly on the model in the 3d view and save each image for each tile.
    The trick is to use Cycles nodes; it doesn’t seems to work under BI.

EDIT: actually, for whose interested, it obviously works under BI too.