Hello!
I am generating a few TIN surfaces which i want to use in Unreal Engine.
This means that i will need to generate a UVmap to be able to texture it in engine.
My current setup looks like this: (Ignore my Apperance setting and image rasterizer, i was trying to see if generating a georeferenced texture would work in the appearance setter.).
My TIN surface is far away from Origin, so what i am doing is removing the xmin and ymin extracted in the bounds extrator for the offset in the texture coordinate setter. I have tried to do the same thing for the appearance setter aswell.
It seems to generate a UVmap, but the UV is VERY offset in regards to where i need it to be. the scale is correct though.
This is how my UV looks in 3Ds max, its the correct size, but WAY offset.
As you can see below, the size is correct if i manually move the UV down to the 1:1 UV.
Moving this manually for every tinsurface i generate is both nonexact aswell as timewise impossible. Do you have any tips?
the offsets i am using in the Texturecoordinatesetter is: @mult(_xmin,-1) and the same but using _ymin. was hoping this would move my UV down to 0 in origin when i got those values from a bounds extractor.
Best Regards.
Oskar