Have three different 3d packages Modo, 3ds Max and Blender.
Modo and 3ds max have the same texture tiling direction, Blender - other.
It’s a Blender bug or I miss something in node editor?
Example Modo/3dsMax:
Example Blender:
Modo and 3dsMax have center point for tiling textures.
Blender have 0.0 coordinate.
With this Blender behavior I have wrong tiling lines after export from Modo/3dsMax to blender…
Yes, it help, but is this a solution or work around? I think the second.
It something wrong with Mapping node, maybe need to ask developers what they think about this.
There’s nothing wrong with Mapping node. Scale and Tiling for textures are reciprocal values, is all. Mapping node lets you input Scale. Max et al let you input Tiling
It exists for efficient transforms. Unless you’d like to create matrix multiplications with vector nodes by hand
Why is it insane? You’re effectively writing a shader in a visual language.
I think your desired result can still be achieved with the Mapping node, to have access to rotation as well; just need to take into account the correct order of transformations.
Just a point to consider: in Max/Modo the tiling/wrap parameters are scaling the image before the UV, while in Blender you are scaling the UV. Therefore this is the expected result. To get a similar effect in Blender you will inevitably have to do some math.