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How can I prevent texture stretching while scaling a mesh?

Hi all. I would love to be able to create brick and tile walls by taking a wall mesh and non-uniformly scaling it to a desired length and height while preserving the proportions of the brick or tile textures. I've tried using world aligned textures, and as long as the walls line up with the world axes, it works great. But as soon as I rotate a mesh, the texture retains its world alignment and swims out of line with the mesh. I played around with the LocalAlignedTexture node, but it doesn't seem to do anything. How do you use LocalAlignedTexture properly? Or can you somehow rotate the world aligned texture to match the local space of a mesh? Any help would be greatly appreciated. Thanks.

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asked Nov 28 '14 at 04:49 AM in Rendering

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pianoman
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avatar image Neilz0r Feb 18 '15 at 06:46 AM

This seems very awesome. Bookmarking this page for sure!

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6 answers: sort voted first

Hi!

First method

Issue - need scale with integer 2, 3, 4.... not 2.1 or 3.24, because tiling between scalable and not scalable meshes is broken.

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Second method

You can scale with any coefficients, but needed adjust selected parameters for new texture.

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tile11.png (198.3 kB)
tile12.png (1.3 MB)
tile21.png (250.5 kB)
tile22.png (1.4 MB)
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answered Nov 28 '14 at 04:44 PM

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svv3dUDN
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avatar image Arthur Khusnutdinov Jun 19 '15 at 09:43 AM

Thank you!

avatar image Araklaj Nov 28 '15 at 09:50 PM

Thanks for the guide! What do youplug the bump offset group into?

avatar image zignot Dec 03 '15 at 12:46 PM

Thanks for the solution but is that method still the same or any improvements? Because I'm working with modular parts right now and most of time I have to scale corner parts down (without integer numbers) to not blend with other rooms floor. So I don't want to get busy to adjust every single deformed part. It has to be done in much effective way otherwise working with modular parts is being useless.

avatar image Narg Mar 29 '16 at 02:46 PM

Thank you sooo much for this, u saved me A LOT of time !!!!

avatar image RJWyrd May 12 '16 at 10:15 PM

These methods work perfectly for height adjustments, but still stretches with width adjustments. :(

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https://www.youtube.com/watch?v=YcoHWSxFEko try this , shows scaling a 3D rock without texture being affected

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answered Jun 14 '16 at 12:53 PM

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Prithvi Singh
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avatar image vandijckv May 24 '17 at 04:59 PM

thank u so much was looking for that exact video for the past couple of hours.

avatar image weberl Oct 18 '18 at 06:32 PM

Argh. Video is removed.

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Is this the solution you are looking for?

I think my way it is a little easier dealing with modular building.

https://www.youtube.com/watch?v=5QNR2MegwbA&feature=youtu.be

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answered Jan 25 '16 at 02:12 PM

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Maximvm
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avatar image RJWyrd May 12 '16 at 10:23 PM

Now that you've shown exactly what it is I've been looking for. Care to write up a tutorial or video of exactly step-by-step how it was done?

The video was quite fast. I could tell a blueprint was used to accomplish the task, but I'm sure the only ones able to pick up on exactly what was happening are those who are well experienced. It looked like you were using a child too and not a parent, but I haven't gotten into doing those quite yet. A step-by-step for a noob would be wonderful.

avatar image Maximvm May 13 '16 at 09:38 AM

Sure, I was not sure this was interesting. I posted long time ago and I didn't received much reply about my question. Anyway today I may be able to upload a new video where I show exactly to do it from scratch since I will have to redo a new project!

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how did you that Maximvm?

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answered Feb 23 '16 at 07:24 PM

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skeleton60
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First one is working correctly, but I need to scale my object in 3d, it only works in 2 directions now. Help, I'm not good at shaders :)

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answered Mar 09 '16 at 05:52 PM

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Derzo
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The only solution that I can do right now is to split the material into three. First one to handle x-y plane, second one to handle x-z plane and the last to handle y-z plane.

This works well for box shape which has 6 faces. Each material to be assigned to two corresponding faces. It works perfectly for scaling and rotating.

There must be a more elegant implementation than this. :) alt text alt text

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answered Feb 17 '19 at 11:38 AM

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Moenz81
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