How to Tile a Material Based on Object's Scale Without Using World Alignment?

So, some context for why I cannot use the [World Alignment Node][1] for this material. The World in this game will rotate, so the physical location of the walls/objects will be changing all the time. This means that the texture will be constantly changing on what’s supposed to be a static wall. I need to use something like the [Object Scale Node][2] that will allow me to take the static scale of the object and keep the same UV Coordinates no matter where the actual object is in the game.

This is the wall as it pretty much should always look.

This is what the texture on the wall looks like after the wall has rotated. As you can see, the texture does not retain the rotation/UV coordinates that it needs to.

This is what I’m doing in the material as of right now. I’ve looked all over the documentation and forums, and nothing has helped me yet. Any help would be appreciated.

Have you found a solution to this? I was just thinking about scaling my objects and thought of looking for answers if it was possible to not have the material scale with it, I haven’t tested anything yet and bumped into this, I hope this helps as this might be the answer you are looking for.

Hi, this seems to work for brick walls:
(of course, you better set ‘x’, ‘y’ and ‘z’ parameters to 1 by default)

1 Like