I am trying toexperiment with a shader for eevee which will combine a water texture, a transparency and a tiled rock surface. So far the water and the transparency have worked just fine. But when I add my grouped node with the tiled texture, I get an absolutely untiled texture!
I have tried to replicate the shader on another plane, without anything else and it works just fine again. So I reckon there is something wrong with the way I have connected my nodes on the transparent water texture but I can’t figure out what it is. Can someone help me with this please?
It’s a bit hard to tell, because your file is lacking its textures, but here are some guesses.
If you have a material that reacts differently on 2 objects, it makes me think one of those objects may not have the same scale value as the other. Did you apply the scale on both planes, or were you creating a material on an object with a scale value different than 1?
You are playing with transparent materials in Eevee. Do all the planes have a material with the same transparent blend mode?
Do they all have the same displacement type (bump only vs true displacement)?
Also, I don’t think this is the cause, but I notice the viewport’s clip start/end values are creating massive glitches where objects meet. I assume this isn’t intentional? If you want to get rid of those glitches, you should increase the clip start to 0.1, or something like that.
Thank you for your answer! Ia m on another thing right now but I will go through your message and try on the file asap.
In the meanwhile, here is the file with the packed textures. I keep forgetting to do this.
First of all, thank you for your tip on solving the horrible massive glitches that I had because of the clipping plane minimum distance. It worked!
For the rest, The materials have the same “bump and displacement” mode as well as “Alpha Hashed” as blend mode so there shouldn’t be any problem on this side. Scale has been applied on both plane too.
If you take that original plane, press ctrl+a and apply the scale, you will see that it now behaves the same as your newer plane.
When creating a material, it’s better to apply the scale before, so all objects will react to it the same way. Some material nodes depend on the scale value of objects.
I see 2 ways of solving this.
Re-create your material on a plane with an applied scale.
Give your new plane a scale value of 234, then adjust its size in edit mode (rescaling in edit mode doesn’t change the scale value of the object).
I understand what you wrote and it sounds like the solution but I can’t seem to get it to work!
What I don’t understand is, whatever I tried (including the solution you gave), I can’t use the tiling node group that I have done on another material and make it work. I am quite upset about this because these tiling nodes are really time consuming to make and I want to do one I can reuse on all my projects.
Do you know why this issue persist? Or am I just too tired now and I should just give it another go in the morning?
Well, I noticed you also had some components of the texture that rely on UVs. Maybe you just need to go to the UV editor and rescale the UVs on your plane?
It works now, tweaking the UV was good.
I still have some weird stuff happening like masking not working when I copy paste the node group. I am really clueless about this. I guess I just have to redo the process each time. Except if you have a good idea or ressource!
When you make shaders this complex, it can become hard for other people to understand them and use them. I am not sure I could understand your material well enough to help any further.
I can only suggest keeping good practices so you understand you own materials, or finding a way to get a similar result with a simpler setup.