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You can calculate the bounding box of the object and match uv scale so the texture fits exactly this box. Then it's guaranteed no tiling can happen.
To avoid texture stretching because the box is a box and not a cube, you can calculate such cube from the largest dimension of the box.
Ofc. texture res…

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Hi everyone, how are you doing?

I am working an a Tri-Planar Map shader and it uses the object space world position to create uv maps.

I ran into a little issue that if I scale the object to be larger the tiling of the texture is effected.

Is there any way to scale the position according to the size o…

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