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.
asked Nov 28 '14 at 04:49 AM in Rendering
Issue - need scale with integer 2, 3, 4.... not 2.1 or 3.24, because tiling between scalable and not scalable meshes is broken.
You can scale with any coefficients, but needed adjust selected parameters for new texture.
answered Nov 28 '14 at 04:44 PM
Is this the solution you are looking for?
I think my way it is a little easier dealing with modular building.
answered Jan 25 '16 at 02:12 PM
how did you that Maximvm?
answered Feb 23 '16 at 07:24 PM
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 :)
answered Mar 09 '16 at 05:52 PM
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. :)
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