1
$\begingroup$

I have a planet texture that I would like to map onto a UV sphere. The texture is a circular texture (I have attached it below). Planet Texture Currently, I've been using a node setup that works for mapping matcaps onto spheres. However, it just causes the texture to be pixelated on the mesh, even when I apply a subsurf modifier. Nodes and Problem Any help will be greatly appreciated!

$\endgroup$
4
  • $\begingroup$ Is your sphere smooth shaded ? (in Object mode, W, Shade smooth) $\endgroup$
    – thibsert
    Commented Feb 25, 2020 at 19:04
  • $\begingroup$ @thibsert, surely you can turn that into a good answer! $\endgroup$
    – lemon
    Commented Feb 25, 2020 at 19:05
  • $\begingroup$ If that actually answer the question, I will! $\endgroup$
    – thibsert
    Commented Feb 25, 2020 at 19:08
  • $\begingroup$ @thibsert some changes in the mapping could do (maybe, i've not done it, and will not) $\endgroup$
    – lemon
    Commented Feb 25, 2020 at 19:09

1 Answer 1

1
$\begingroup$

The texture is only half of the sphere. If you UV-unwrap the half UV sphere by "project from view", e.g. in X direction, it could work, because the texture is itself projected from view - but I haven't tried myself.

$\endgroup$
1
  • $\begingroup$ I tried it using object coordinates, and it worked-but now there is a black ring around the sphere. Thanks anyway! $\endgroup$
    – JS4137
    Commented Feb 26, 2020 at 2:24

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .