How can I 'lock' UVs on scaled meshes?

here you got the world aligned version, probably the one fit better with your project.

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I have a mesh that I want to scale depending on where it is being used. It is a piece of a building wall. When I scale the mesh, the UVs also scale, as expected. However, how can I ‘lock’ the UVs so that they do not scale with the actor?

You can do it from the material editor.
Put a “texture coordinate” node and multiply it for a fraction of the “Object Radius” node.

Another way is using the “WorldAlignedTexture” node

Interesting. I attach a screen grab to perhaps get a bit more help.

And this is the basic normal map I am using to make the walls look ‘ribbed’.

This piece of texture would equate to around 50x50cm. Would your suggestion work in this case, and if so, can you elaborate?

Fabulous - thanks Micky.