# Tag Info

Accepted

### How to tile textures in Cycles?

The concept you are missing is UV texture coordinates. Normally you would have to Unwrap your mesh and build a UV Map, but that is not always desirable or practical, and for most simple cases ...
• 60.3k
Accepted

### Geometry Nodes - Image texture mapping. How to?

Object coordinate space is the default space in geometry nodes: UV is default coordinate space for the Image Texture node in the shader, but you can pass it to the geometry nodes as input: Generated:...
• 38.7k

### How to create our own procedural texture like the default ones in blender

The 'built-in' texture nodes generate their textures mathematically and so most of them can be recreated using Maths nodes - building your own textures is no different. For example, the Wave Texture ...
• 44.9k
Accepted

### How To Do UV Indexing in hexagonal pattern?

Hexagonal Tiling Updated. See Edit at bottom of this answer.. You can't map the centers of tiled hexagons onto one rectangular grid, but you can map them onto two overlapping rectangular grids, and ...
• 78k

### Texture Coordinate Node for Geometry Nodes?

Recreating each output of the Texture Coordinate node in geometry nodes: Generated: (By @quellenform , here) Normal: Use Input > Normal node, when in the face or face corner domain at least. UV: ...
• 508

### What is the difference between "Generated" and "Normal" texture coordinates?

It may help to visualize it this way: When we render a scene, for each pixel on the camera we project a ray, and if we make contact with the surface of an object, we ask "What is the color that ...
• 13.6k
Accepted

### Rotationally stretch or compress 3D texture around Z axis

Found it. The idea is to use a gradient node in radial mode and plug it to the angle of a rotation node (just like a Mapping node but with an input socket for the rotation). Since such a node doesn't ...
• 2,530
Accepted

### How to evenly unwrap / texture long extruded objects with folds and uneven segments?

First step: See the different values under "Scale" on the right side? Your model is stretched in different directions. for unwrapping to work correctly, apply the scale (the numbers for x,y and z ...
• 2,710
Accepted

### How to make a procedural texture from multiple images?

I would put them into a single texture into a grid of unique tiles and then use math to manipulate texture coordinates and noise textures for randomisation: You could also use the same principle, to ...
• 25.9k

### What is the difference between "Generated" and "Normal" texture coordinates?

Just to expand a bit on Allen Simpson's fine answer: Generated coordinates return the location of the currently evaluated shading-point, say, P, calculated in the 'Generated' texture space, which, ...
• 78k
Accepted

### Any ideas, how to rectify this UV layout?

just did a quick test, you could rotate / scale / move outer vertices to align them to a general square shape, then pin them into place with 'P' key, select all and run UV > Minimize Stretch... ...
• 2,006
Accepted

### Procedural Chrono Trigger portal

Here's my try - There are several sections added together: First start with a Normalized Object Texture Co-ordinate, offset by a mapping node. This will make the lines of the wave point towards the &...

### Cycles: Generate 3d coordinates before modifier stack is resolved

It can be done! Approaching it on a Surface Before we try to do this with a 3-dimensional texture, let's attempt it in 2-dimensions. This is actually fairly straightforward. We can create a proxy ...
• 4,483
Accepted

### Help my texture is distorting

That error is common, if there are not enough subdivisions. You need more subdivisions on the mesh. In edit mode, subdivide the plane, or add a subsurf modifier and set it to simple mode (instead of ...
• 14.1k
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### GN: How to pass an instancer's localized texture color to its instances?

This variant is different because you do not need a UV map nor an existing ground plane. This is the case, for example, if you even want to create the grid on which you distribute the points in ...
• 37.8k
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### Texture Coordinate Node for Geometry Nodes?

In Geometry Nodes there is no comparable node. In the documentation you can read about Generated: Automatically-generated texture coordinates from the vertex positions of the mesh without deformation,...
• 37.8k

### How to make a procedural texture from multiple images?

This method is pretty much the same as Martynas'.. I thought it was going to be lazy, avoiding the math by using a non-random Voronoi to do the grid. It subtracts the 'Position' of the Voronoi from ...
• 78k
Accepted

### noise texture Projecting outward from center point

You can add a scalar multiple of cosine of the angle that the vector makes with the x axis to the x component, and similarly with the y component but with the sine of the angle, this will produce: ...
• 22.6k
Accepted

### Why does a MixRGB node rotate my ColorRamp/mapping coordinates?

In both your cases, (with and without your Mix RGB node) you are casting a 3-component vector to a 1-component scalar Fac input to the Color Ramp node. But Blender nodes do this differently for RGB ...
• 78k

### can I have an even texture distribution over a facetted topology?

It's hard to get the result because: Your image is not square Your object has uneven dimensions Your object (probably) has uneven scale So what you can do to walkaround these issues? Go to edit ...
• 36k

### Correcting perspective distortion for an angled projector (Keystone effect)

I don't know whether this suits, you might be wanting more of a simulation of real lenses. But we have an unusual advantage here in CG-world .. the projector can know how far away it is from the ...
• 78k
Accepted

### Cubemap projection onto a sphere

If on a spherical mesh, you can start with a cube (rotate its UV to fit your map), then add: Subdivision modifier with "simple" algorithm (we don't want to smooth but just to give more ...
• 60.5k

### How can I create procedural tiles with uniquely seeded textures for each one? [Updated]

I wonder how much computational difference there actually is,between using the Voronoi node for tiling, and doing the maths yourself, especially after you've introduced a couple of Noise nodes to do ...
• 78k
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### How to create a gradient material across an object's local z-axis?

Depending on what you’re looking for, you could get away with using Generated coordinates, which are normalized relative to the object’s bounding box:
• 2,387
Accepted

### How does blender achieve seamless noise textures for cubes?

As moonboots has commented, this is 3D texture. In fact, you can specify the type of it from 1D to 4D texture: But what it is basically means? It's easy to understand, then you set randomness to 0. ...
• 36k
Accepted

### Why don't my textures distort linearly when I "square up" my UV map?

The distortion is caused by the fact that a quad is always made of 2 tris, therefore this triangulation that distorts the texture. I don't think that there's any other way than subdividing your mesh ...
• 163k

### Controlling color ramp/wave texture to flow along the body and limbs of an animal

You can select half of your cat and assign it to a vertex group: Blur it with a lot of iterations to get a gradient across the entire mesh: (menu Weights → Smooth in Weight Paint mode) Normalize ...
• 38.7k
Accepted

### How does Normal Texture Coordinate work?

Texture coordinate/normal outputs the object space normal, a unit-length vector. If we separate the Z component of that, we're getting the amount that the normal extends in the object-space Z axis. If ...
• 25k
Accepted

### How to add a socket for mapping node?

Unfortunately this isn't possible without modifying blender's source code. However, in the case of the mapping node, everything it does can be done with regular math nodes. I've made some nodegroups ...
• 158k