I am trying to apply uv-mapping to an object after adding a solidify modifier to a plane.

The problem that I'm having is that the mapping is applied to the plane and not the resulting solid body. (which causes texture stretching)

It's important that I can keep the modifiers, so applying the modifiers is NOT an option.

enter image description here

I'm looking for something similar to 3ds Max's uvw-map with a box projection in the modifiers panel like shown in the image below:

enter image description here


Geometry generated from a modifier is not directly accessible until after the modifier is applied. Otherwise, we would be able to control each UV vertex of an object with a subsurf modifier before committing to it.

Please explain why you must keep the modifiers, so that we can help you find a change in workflow to answer your question.

For now, the answer is that it is not possible to apply UV mapping to geometry made from a modifier that hasn't been applied.

Here is an example of a possible work around that may meet the behavior of your 3ds Max reference. First, I'm making these assumptions about your workflow:

  1. You are using a repeating texture that doesn't rely on precise UV positioning.
  2. You are creating assets for rendering purposes.
  3. You are using Blender Render instead of Cycles (May work, I'm not experienced with it.)

Instead of using a UV-map to determine the texture positioning , Assign a material and texture to the object and use its texture properties to map an image to generated coordinates using a cube projection.

enter image description here

The results will not be reflected in the view-port (You must use view-port shading set to material to see it), but creating a render will show the texture projected on all sides.

enter image description here

  • 3
    $\begingroup$ Thanks for the explanation! To explain my workflow a bit better, I'm indeed using seamless textures or procedural in some cases. I'm not so much creating assets and I'm rendering in cycles. The reason I'd like to achieve this is that I always strive for a non-destructive workflow. For this project in particular It's an architectural visualization where I'd like to easily be able to tweak the thickness of the window sill at any point in time without losing uv-mapping data. It's the workflow I had in 3ds Max and this worked out great for me in the past. $\endgroup$
    – Delagone
    Nov 24 '16 at 9:57

Octane for blender can do that. In shader editor there is a "box projection" node you input in your texture's "projection slot". Works with solidify perfectly. Cant find this in cycles as well :(


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