I have a Metaball animation running with animation node. I want to project the UVs from the surrounding sphere to the metaballs so I can have the textures applied without artifacts (you can se in the gif). The only problem is that I don’t really know hot to do it. If it was a normal mesh I would go for the uv projection modifier, but since is a metaball I can’t apply modifiers.

Does anyone know how to solve this problem? Thanks a lot ll

  • 2
    $\begingroup$ Use the generated or object coordinates with the image texture projection mode set to Box, and the blend to a value > 0 $\endgroup$ – Gorgious May 15 at 12:42

Setting up UV Projection from Mesh

I did it this way and it worked fine for me (but i am using a cube instead of a sphere).

Under - Texture Coordinates - Object - Try to plug in your outer sphere.

| improve this answer | |
  • $\begingroup$ What I tried it still produce visible seams to me (even with blend). Unmissable even more in animation, because projected box edges moves but texture doesnt for its projection. And I dont speak about wire texture, I tried it with crazy bark texture. $\endgroup$ – vklidu May 29 at 22:15

You can use equirectangular type of texture image.
Trick to apply this texture is used Environment texture node (instead of Image node) in material node tree.

enter image description here enter image description here

If you don't have yet this type of texture, its very easy to let blender render one from sphere.
Let me know if you need more info.

| improve this answer | |

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.