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Daniel Möller
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Solution for individual objects - volumetric - bad topology

This solution requires that you set the origins of the objects to the center of the circle. (You do that by placing the 3d cursor at the center - shift + right click, then select all objects, right click, set origin, origin to 3d cursor)

Use this to copy material to all objects: Copy material to another object? (where the "special" in newer blenders is a "down arrow")

(the same principle for copying apply to geometry nodes, in blender 4.2, you click the down arrow on the material or the modifier)

Geometry nodes

  • Calculates the mean position of the faces
  • Calculates a provisory vector from the origin (center) to the mean position, discarding Z (provisory local X)
  • Uses maths to create local X and local Y for each face based on this provisory X

enter image description here

Shader nodes

Gets the local X and Y and calculate the position of the geometry in this local coordinate system

enter image description here

Result for volumetric objects with bad topology

enter image description here

For flat (2d) objects with good topology

Geometry nodes

These store a X axis for the texture.

  • It needs tiles with 4 edges
  • It takes the two smallest edges and calculate X based on the center of these edges
  • It stores the normalized X axis in a named attribute (important: store as vector)

enter image description here

Shader nodes

  • Take the Texture X axis
  • Calculates the Texture Y axis by cross product Normal x X
  • Calculates the position of the geometry in the new texture coordinate system (dot products)

(The wave texture represents your wood texture)

PS: you might need to rescale the texture, in this case, add a multiply or a vector map right before the texture.

enter image description here

Result

enter image description here

Solution for mesh islands

Here, you have a single object instead of many individual objects.

  • This requires that all islands have 4 vertices!!

enter image description here

Solution for volumetric objects with good topology (faces = quads)

Here, we extrapolate the previous island solution.

  • Split the edges to make every individual face its own UV island
  • Store the X axis for each face
  • Join the geometry together again (merge by distance)

enter image description here

enter image description here

Solution for individual objects - volumetric - bad topology

This solution requires that you set the origins of the objects to the center of the circle.

Use this to copy material to all objects: Copy material to another object? (where the "special" in newer blenders is a "down arrow")

(the same principle for copying apply to geometry nodes, in blender 4.2, you click the down arrow on the material or the modifier)

Geometry nodes

  • Calculates the mean position of the faces
  • Calculates a provisory vector from the origin (center) to the mean position, discarding Z (provisory local X)
  • Uses maths to create local X and local Y for each face based on this provisory X

enter image description here

Shader nodes

Gets the local X and Y and calculate the position of the geometry in this local coordinate system

enter image description here

Result for volumetric objects with bad topology

enter image description here

For flat (2d) objects with good topology

Geometry nodes

These store a X axis for the texture.

  • It needs tiles with 4 edges
  • It takes the two smallest edges and calculate X based on the center of these edges
  • It stores the normalized X axis in a named attribute (important: store as vector)

enter image description here

Shader nodes

  • Take the Texture X axis
  • Calculates the Texture Y axis by cross product Normal x X
  • Calculates the position of the geometry in the new texture coordinate system (dot products)

(The wave texture represents your wood texture)

PS: you might need to rescale the texture, in this case, add a multiply or a vector map right before the texture.

enter image description here

Result

enter image description here

Solution for mesh islands

Here, you have a single object instead of many individual objects.

  • This requires that all islands have 4 vertices!!

enter image description here

Solution for volumetric objects with good topology (faces = quads)

Here, we extrapolate the previous island solution.

  • Split the edges to make every individual face its own UV island
  • Store the X axis for each face
  • Join the geometry together again (merge by distance)

enter image description here

enter image description here

Solution for individual objects - volumetric - bad topology

This solution requires that you set the origins of the objects to the center of the circle. (You do that by placing the 3d cursor at the center - shift + right click, then select all objects, right click, set origin, origin to 3d cursor)

Use this to copy material to all objects: Copy material to another object? (where the "special" in newer blenders is a "down arrow")

(the same principle for copying apply to geometry nodes, in blender 4.2, you click the down arrow on the material or the modifier)

Geometry nodes

  • Calculates the mean position of the faces
  • Calculates a provisory vector from the origin (center) to the mean position, discarding Z (provisory local X)
  • Uses maths to create local X and local Y for each face based on this provisory X

enter image description here

Shader nodes

Gets the local X and Y and calculate the position of the geometry in this local coordinate system

enter image description here

Result for volumetric objects with bad topology

enter image description here

For flat (2d) objects with good topology

Geometry nodes

These store a X axis for the texture.

  • It needs tiles with 4 edges
  • It takes the two smallest edges and calculate X based on the center of these edges
  • It stores the normalized X axis in a named attribute (important: store as vector)

enter image description here

Shader nodes

  • Take the Texture X axis
  • Calculates the Texture Y axis by cross product Normal x X
  • Calculates the position of the geometry in the new texture coordinate system (dot products)

(The wave texture represents your wood texture)

PS: you might need to rescale the texture, in this case, add a multiply or a vector map right before the texture.

enter image description here

Result

enter image description here

Solution for mesh islands

Here, you have a single object instead of many individual objects.

  • This requires that all islands have 4 vertices!!

enter image description here

Solution for volumetric objects with good topology (faces = quads)

Here, we extrapolate the previous island solution.

  • Split the edges to make every individual face its own UV island
  • Store the X axis for each face
  • Join the geometry together again (merge by distance)

enter image description here

enter image description here

added 803 characters in body
Source Link
Daniel Möller
  • 3.8k
  • 10
  • 14

Solution for individual objects - volumetric - bad topology

(Solution for mesh islands at This solution requires that you set the endorigins of the answer)objects to the center of the circle.

Use this to copy material to all objects: Copy material to another object? (where the "special" in newer blenders is a "down arrow")

(the same principle for copying apply to geometry nodes, in blender 4.2, you click the down arrow on the material or the modifier)

Geometry nodes

  • Calculates the mean position of the faces
  • Calculates a provisory vector from the origin (center) to the mean position, discarding Z (provisory local X)
  • Uses maths to create local X and local Y for each face based on this provisory X

enter image description here

Shader nodes

Gets the local X and Y and calculate the position of the geometry in this local coordinate system

enter image description here

Result for volumetric objects with bad topology

enter image description here

For flat (2d) objects with good topology

Geometry nodes

These store a X axis for the texture.

  • It needs tiles with 4 edges
  • It takes the two smallest edges and calculate X based on the center of these edges
  • It stores the normalized X axis in a named attribute (important: store as vector)

enter image description here

Shader nodes

  • Take the Texture X axis
  • Calculates the Texture Y axis by cross product Normal x X
  • Calculates the position of the geometry in the new texture coordinate system (dot products)

(The wave texture represents your wood texture)

PS: you might need to rescale the texture, in this case, add a multiply or a vector map right before the texture.

enter image description here

Result

enter image description here

Solution for mesh islands

Here, you have a single object instead of many individual objects.

  • This requires that all islands have 4 vertices!!

enter image description here

Solution for volumetric objects with good topology (faces = quads)

Here, we extrapolate the previous island solution.

  • Split the edges to make every individual face its own UV island
  • Store the X axis for each face
  • Join the geometry together again (merge by distance)

enter image description here

enter image description here

Solution for individual objects

(Solution for mesh islands at the end of the answer)

Use this to copy material to all objects: Copy material to another object? (where the "special" in newer blenders is a "down arrow")

(the same principle for copying apply to geometry nodes, in blender 4.2, you click the down arrow on the material or the modifier)

Geometry nodes

These store a X axis for the texture.

  • It needs tiles with 4 edges
  • It takes the two smallest edges and calculate X based on the center of these edges
  • It stores the normalized X axis in a named attribute (important: store as vector)

enter image description here

Shader nodes

  • Take the Texture X axis
  • Calculates the Texture Y axis by cross product Normal x X
  • Calculates the position of the geometry in the new texture coordinate system (dot products)

(The wave texture represents your wood texture)

PS: you might need to rescale the texture, in this case, add a multiply or a vector map right before the texture.

enter image description here

Result

enter image description here

Solution for mesh islands

Here, you have a single object instead of many individual objects.

  • This requires that all islands have 4 vertices!!

enter image description here

Solution for volumetric objects with good topology (faces = quads)

Here, we extrapolate the previous island solution.

  • Split the edges to make every individual face its own UV island
  • Store the X axis for each face
  • Join the geometry together again (merge by distance)

enter image description here

enter image description here

Solution for individual objects - volumetric - bad topology

This solution requires that you set the origins of the objects to the center of the circle.

Use this to copy material to all objects: Copy material to another object? (where the "special" in newer blenders is a "down arrow")

(the same principle for copying apply to geometry nodes, in blender 4.2, you click the down arrow on the material or the modifier)

Geometry nodes

  • Calculates the mean position of the faces
  • Calculates a provisory vector from the origin (center) to the mean position, discarding Z (provisory local X)
  • Uses maths to create local X and local Y for each face based on this provisory X

enter image description here

Shader nodes

Gets the local X and Y and calculate the position of the geometry in this local coordinate system

enter image description here

Result for volumetric objects with bad topology

enter image description here

For flat (2d) objects with good topology

Geometry nodes

These store a X axis for the texture.

  • It needs tiles with 4 edges
  • It takes the two smallest edges and calculate X based on the center of these edges
  • It stores the normalized X axis in a named attribute (important: store as vector)

enter image description here

Shader nodes

  • Take the Texture X axis
  • Calculates the Texture Y axis by cross product Normal x X
  • Calculates the position of the geometry in the new texture coordinate system (dot products)

(The wave texture represents your wood texture)

PS: you might need to rescale the texture, in this case, add a multiply or a vector map right before the texture.

enter image description here

Result

enter image description here

Solution for mesh islands

Here, you have a single object instead of many individual objects.

  • This requires that all islands have 4 vertices!!

enter image description here

Solution for volumetric objects with good topology (faces = quads)

Here, we extrapolate the previous island solution.

  • Split the edges to make every individual face its own UV island
  • Store the X axis for each face
  • Join the geometry together again (merge by distance)

enter image description here

enter image description here

added 384 characters in body
Source Link
Daniel Möller
  • 3.8k
  • 10
  • 14

Solution for individual objects

(Solution for mesh islands at the end of the answer)

Use this to copy material to all objects: Copy material to another object? (where the "special" in newer blenders is a "down arrow")

(the same principle for copying apply to geometry nodes, in blender 4.2, you click the down arrow on the material or the modifier)

Geometry nodes

These store a X axis for the texture.

  • It needs tiles with 4 edges
  • It takes the two smallest edges and calculate X based on the center of these edges
  • It stores the normalized X axis in a named attribute (important: store as vector)

enter image description here

Shader nodes

  • Take the Texture X axis
  • Calculates the Texture Y axis by cross product Normal x X
  • Calculates the position of the geometry in the new texture coordinate system (dot products)

(The wave texture represents your wood texture)

PS: you might need to rescale the texture, in this case, add a multiply or a vector map right before the texture.

enter image description here

Result

enter image description here

Solution for mesh islands

Here, you have a single object instead of many individual objects.

  • This requires that all islands have 4 vertices!!

enter image description here

Solution for volumetric objects with good topology (faces = quads)

Here, we extrapolate the previous island solution.

  • Split the edges to make every individual face its own UV island
  • Store the X axis for each face
  • Join the geometry together again (merge by distance)

enter image description here

enter image description here

Solution for individual objects

(Solution for mesh islands at the end of the answer)

Use this to copy material to all objects: Copy material to another object? (where the "special" in newer blenders is a "down arrow")

(the same principle for copying apply to geometry nodes, in blender 4.2, you click the down arrow on the material or the modifier)

Geometry nodes

These store a X axis for the texture.

  • It needs tiles with 4 edges
  • It takes the two smallest edges and calculate X based on the center of these edges
  • It stores the normalized X axis in a named attribute (important: store as vector)

enter image description here

Shader nodes

  • Take the Texture X axis
  • Calculates the Texture Y axis by cross product Normal x X
  • Calculates the position of the geometry in the new texture coordinate system (dot products)

(The wave texture represents your wood texture)

PS: you might need to rescale the texture, in this case, add a multiply or a vector map right before the texture.

enter image description here

Result

enter image description here

Solution for mesh islands

Here, you have a single object instead of many individual objects.

  • This requires that all islands have 4 vertices!!

enter image description here

Solution for individual objects

(Solution for mesh islands at the end of the answer)

Use this to copy material to all objects: Copy material to another object? (where the "special" in newer blenders is a "down arrow")

(the same principle for copying apply to geometry nodes, in blender 4.2, you click the down arrow on the material or the modifier)

Geometry nodes

These store a X axis for the texture.

  • It needs tiles with 4 edges
  • It takes the two smallest edges and calculate X based on the center of these edges
  • It stores the normalized X axis in a named attribute (important: store as vector)

enter image description here

Shader nodes

  • Take the Texture X axis
  • Calculates the Texture Y axis by cross product Normal x X
  • Calculates the position of the geometry in the new texture coordinate system (dot products)

(The wave texture represents your wood texture)

PS: you might need to rescale the texture, in this case, add a multiply or a vector map right before the texture.

enter image description here

Result

enter image description here

Solution for mesh islands

Here, you have a single object instead of many individual objects.

  • This requires that all islands have 4 vertices!!

enter image description here

Solution for volumetric objects with good topology (faces = quads)

Here, we extrapolate the previous island solution.

  • Split the edges to make every individual face its own UV island
  • Store the X axis for each face
  • Join the geometry together again (merge by distance)

enter image description here

enter image description here

added 96 characters in body
Source Link
Daniel Möller
  • 3.8k
  • 10
  • 14
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added 96 characters in body
Source Link
Daniel Möller
  • 3.8k
  • 10
  • 14
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added 326 characters in body
Source Link
Daniel Möller
  • 3.8k
  • 10
  • 14
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Source Link
Daniel Möller
  • 3.8k
  • 10
  • 14
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