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enter image description here

I tried distorting a texture to polar coordinates and apply on cone shape and scaling the the uv and I got like in the pic, How to unwrap and use tileable texture on cone properly with scaling the amount of bricks as in reference image below? or should I generate different kind of texture for this?

enter image description here

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  • $\begingroup$ Houw does your final image should look like? do you have a reference? $\endgroup$
    – Carlo
    Jul 26, 2020 at 14:53
  • $\begingroup$ Yes I have included now. $\endgroup$
    – Mano
    Jul 26, 2020 at 15:08
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    $\begingroup$ the pattern is repeating because the UV is bigger than the image, first give a try with the correct size (scale down the UV in the UV Editor) $\endgroup$
    – moonboots
    Jul 26, 2020 at 15:12
  • $\begingroup$ Ya, scaling down gives me less number of bricks , I want large number of bricks around the cone like tileable. for example in normal brick texture if we scale up we get large number of bricks, right. $\endgroup$
    – Mano
    Jul 26, 2020 at 15:54
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    $\begingroup$ in that case your image is not good for this purpose; you can either keep the same principle (concentric pattern) but you need to make it larger, or create a orthogonal pattern and unwrap in another way, like cylinder or active quad $\endgroup$
    – moonboots
    Jul 26, 2020 at 16:01

1 Answer 1

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IMO, if you can afford them, geometric tiles, (or a baked derivation from them) are probably a good idea.

But if we're answering the question:'How to UV map a cone with even-sized, undistorted tiles?', then some variation on this might go some way to answering.

You could start with a Cylindrical Projection unwrap of your all-quad, (slightly truncated) cone. For convenience, the resulting rectangle should fill the whole 0-1 UV space.

In order to get the same-width tiles at the top as at the bottom of your cone, the UV has to be scaled in U as a function of V. But that would distort them. So, instead, you could arrange a step-wise scale, concealing the steps in the mortar:

enter image description here

The steps in the Map Range will be the overall Brick scale, -1.

You can tweak the initial Multiply of X and the Brick offset, to make the overlaps as pleasing as possible, and minimize the visibility of the UV seam.

enter image description here

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    $\begingroup$ So timely. I need this for a project that I'm not at all happy with for exactly this issue $\endgroup$ Jun 6, 2022 at 15:23
  • $\begingroup$ Thanks, @AllenSimpson!. I was wondering about all the jiggery-pokery necessary to get rid of the seam, have overlapping tiles, etc... but that's not really the OP's question, I think?... it's a from-scratch procedural texture. $\endgroup$
    – Robin Betts
    Jun 6, 2022 at 15:27

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