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). 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. Any help will be greatly appreciated!
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$\begingroup$ Is your sphere smooth shaded ? (in Object mode, W, Shade smooth) $\endgroup$– thibsertCommented Feb 25, 2020 at 19:04
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$\begingroup$ @thibsert, surely you can turn that into a good answer! $\endgroup$– lemonCommented Feb 25, 2020 at 19:05
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$\begingroup$ If that actually answer the question, I will! $\endgroup$– thibsertCommented Feb 25, 2020 at 19:08
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$\begingroup$ @thibsert some changes in the mapping could do (maybe, i've not done it, and will not) $\endgroup$– lemonCommented Feb 25, 2020 at 19:09
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1 Answer
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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.
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$\begingroup$ I tried it using object coordinates, and it worked-but now there is a black ring around the sphere. Thanks anyway! $\endgroup$– JS4137Commented Feb 26, 2020 at 2:24