I am trying to setup a simple setup for remapping a texture on to geometry based on the UV pass.
I will do this by using the Map UV node in the compositor.
When I tried though I found that UV faces lying outside the 0-1 square will not be mapped by the Map UV node and they will instead be transparent.
Many times when you use tileable textures your UVs are larger than the 0-1 square…
So is this a bug or is it simple a missing feature?
Or is there another way to solve it?
Demo setup attached…
Best - Ejnaren
SimpleTextureRemapTest.blend (5.83 MB)