I just want to use a simple brick texture as generated and wrapped a mesh object seamlessly, however it looks like below, I don't want to use UV map as I will be working with all different types of meshes, how can I fix this please? thanks

enter image description here

blend file is http://www.pasteall.org/blend/42548

  • $\begingroup$ Can you upload your .blend file? $\endgroup$ – Shady Puck Jun 29 '16 at 12:00
  • $\begingroup$ ok, i've added the blend file @ShadyPuck $\endgroup$ – ideorium Jun 29 '16 at 12:20
  • $\begingroup$ The base problem here is that the bricks texture is 2d by nature. You can fix this with some clever node work. Basically you need to mask your faces by normal, so you can map them using different UVs depending on the direction they are facing. $\endgroup$ – Duarte Farrajota Ramos Jun 29 '16 at 12:33

ok... this is not simple or there is something I really ignore about brick texture.

So here is some nodes which aim to determine which direction (X, Y, Z) has the most influence on a face.

After that, the idea is to fake the brick texture giving it a false Z direction depending on the axis which has the most influence on the face.

enter image description here

Here are the full nodes:

enter image description here

The top part is a comparison based on the dot product of the face normals respectively with (1, 0, 0), (0, 1, 0) and (0, 0, 1) vectors. Then it tests which is the bigger value (X, Y or Z).

The bottom part, recombine X, Y, and Z into "fake Z direction" and this fake Z direction is driven by the mix RGB (applied as vectors) with a factor determined by the calculation above.

Here is the blend file :

(probably, I will be ridiculous when someone will answer "hey ! there is this simple option here ! ...)

edit : for the smooth shading meshes, replace the "normal" from texture coordinate, with "true normal" from geometry, like this : enter image description here

The result is better : enter image description here

| improve this answer | |

If you are willing to automatically generate UV maps, you might be interested in the python script at http://web.purplefrog.com/~thoth/blender/python-cookbook/uv-from-geometry-cubic.html . It assigns a UV map automatically by guessing which axis a polygon is facing.

import bpy
import bmesh
from math import *
from mathutils import *

def set_uvs_for_face(bm, fi, uv_layer):
    face = bm.faces[fi]
    normal = face.normal

    if (dz > dx):
        u = Vector([1,0,0])
        if (dz>dy):
            v = Vector([0,1,0])
            v = Vector([0,0,1])
        v = Vector([0,0,1])
        if dx>dy:
            u = Vector([0,1,0])
            u = Vector([1,0,0])
    for i in range(len(face.loops)):
        l = face.loops[i]
        l[uv_layer].uv = [ u.dot(l.vert.co),

def set_uvs(mesh, name=None):

    if name is None:
        if 0<len(mesh.uv_textures):
            uv = mesh.uv_textures[0]
            uv = mesh.uv_textures.new("cubic")
        uv = mesh.uv_textures.get(name)
        if uv is None:
            uv = mesh.uv_textures.new(name)

    bm = bmesh.new()

    uv_layer = bm.loops.layers.uv[uv.name]

    for fi in range(len(bm.faces)):
        set_uvs_for_face(bm, fi, uv_layer)



mode = bpy.context.mode
if 'OBJECT' != mode:

obj = bpy.context.active_object

if 'OBJECT' != mode:
    bpy.ops.object.mode_set(mode = mode)
| improve this answer | |

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