I'm using the trick from the rail track tutorial/video where I manually set U-coordinates through meta nodes to mirror the texture over the extruded mesh.
Using this approach I'm however running into issues with light maps. As the UV for the lightmap channel applies the same U-coord, but correctly scales the V component.
Is there any way to not use the cross-shape UV-meta info for the lightmap channel, so the lightmap doesnt have overlapping faces in the UV space?
Edit; found that the UV2 channel is very strange. If I choose to split the extrusion and generate multiple meshes. The UV2 channel looks like this
The first segment have a UV2 that covers the whole V-range (U is still mirroring that of the meta nodes and in this case folding).
The last segment have a UV2 that is more squished toward the higher V-range. The more segments i use, the more squished the UV2 becomes. I did a export for the whole spline and the last segment have a UV2 space that doesnt even covera single row of pixels in the end texture.
Using this approach I'm however running into issues with light maps. As the UV for the lightmap channel applies the same U-coord, but correctly scales the V component.
Is there any way to not use the cross-shape UV-meta info for the lightmap channel, so the lightmap doesnt have overlapping faces in the UV space?
Edit; found that the UV2 channel is very strange. If I choose to split the extrusion and generate multiple meshes. The UV2 channel looks like this
The first segment have a UV2 that covers the whole V-range (U is still mirroring that of the meta nodes and in this case folding).
The last segment have a UV2 that is more squished toward the higher V-range. The more segments i use, the more squished the UV2 becomes. I did a export for the whole spline and the last segment have a UV2 space that doesnt even covera single row of pixels in the end texture.