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I'd like to create a texture that follows the topology of a mesh. So say I want a noise texture distorted to the thickness of my plane. I figure this is a UV thing, so I've tried messing with the UV layout to expand the edges, thereby scaling down the noise texture. But this doesn't work - either with a blank UV going into a procedural texture or an image texture.

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Desired layout is below.

enter image description here

enter image description here

When subdividing the mesh, I get these strange lines.

enter image description here

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  • $\begingroup$ Is your node setup definitely set to use UV's? Can we get a screenshot of how its set up? $\endgroup$ Commented May 8 at 2:22
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    $\begingroup$ Redo your mesh with only triangles or subdivide your object. This a limitation inate to quad modeling. $\endgroup$
    – Leander
    Commented May 8 at 5:58

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Subdivided quads worked better for me here. I wonder if there is a better way with gradients plugged into the vector input.

enter image description here

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