> Quote - OK sorry this is complicated. The Image_Map node is really screwed up. This was the only way I've found to do it.
>
> The trick is that you have to add the U coordinate to the U_Offset, and then subtract what you really want to use for the driver. In this case, it is X = P(1,0,0). Similarly, you have to add the V coordinate and subtract what you want which is Y = P(0, 1, 0).
>
> In order to make it easy to scale, I added one more node at the lower right, the drives the scale of the two P nodes.
>
> To produce this shader in Matmatic I would say:
>
> scale = .01
> uo = U - P(scale, 0, 0) # the U offset
> vo = V - P(0, scale, 0) # the V offset
> img = ImageMap(":Runtime:blah blah blah:cat.jpg", U_Offset = uo, V_Offset = vo)
> Surface(img)
Well I tried to replicate this but I'm getting an image that is tiling in Quads (see the pic). I applied the shader to just the Torso and shoulder materials here. You can see that indeed it is tiling but it is scaling the tiles to fourths just as it is in your example.