I have exactly the same problem as it was described there: Texture distorted on UV unwrapped face The texture is distorted (kind of "skewed" or broken) on a trapeze-shaped face.

But the solution provided there does not satisfy me. I need Blender to better interpolate a texture stretched over a single trapeze-shaped face. I can achieve this by subdividing my object, using "simple" method, but I would prefer to avoid that. I want to keep my model low-poly.

  • $\begingroup$ UVs do not interpolate that well, they work best when the geometry is subdivided at regular intervals, making interpolation errors less visible. blender.stackexchange.com/questions/188381/… $\endgroup$
    – susu
    Commented Nov 23, 2020 at 19:23
  • $\begingroup$ I see, this is just a very inherent limitation of OpenGL. What's interesting, SketchUp handles this problem perfectly well, even though its viewport rendering is also based on OpenGL. I am curious what is the difference in display between these two programs. SketchUp proves that a solution is possible, yet using some other methods of interpolating. $\endgroup$
    – michalpe
    Commented Nov 23, 2020 at 19:50
  • $\begingroup$ Different software will implement different algorithms. Affine is used for speed but creates broken projections when triangulating. Read: en.wikipedia.org/wiki/Texture_mapping $\endgroup$
    – susu
    Commented Nov 23, 2020 at 21:33


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