10 votes
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 ...
Martynas Žiemys's user avatar
9 votes

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: ...
Valalala's user avatar
  • 398
8 votes

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 ...
Robin Betts's user avatar
  • 72.8k
6 votes

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 ...
Markus von Broady's user avatar
5 votes
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 ...
Nathan's user avatar
  • 20.5k
5 votes

How would you make a procedural displacement texture resulting in random planar faces?

New Answer: I have adapted my first approach a bit and also fed the Normal slot of the Glossy Shader to create the impression of a perfectly flat surface. If you want to also achieve the beveled look ...
SolomonTheScapegoat's user avatar
4 votes

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

Here's something that uses mesh topology: Geonodes Shader Result Credits for the mesh: White Tiger by mssaldamli
Markus von Broady's user avatar
4 votes
Accepted

Emulate "Sphere" image texture in Geometry Nodes

Sphere Projection uses the Spherical coordinate system: radial distance $r$ (or $ρ$) is not used, because it’s a projection, azimuth $\varphi$ (also known as a polar coordinate) is translated to $x$ ...
Markus von Broady's user avatar
4 votes
Accepted

How to mask texture with normal?

As taiyo describes in his answer, The "Color Ramp" always gets 0.5 value, for which it always outputs white color, which could be replaced with "Combine XYZ" node with $<1, 1, 1&...
Markus von Broady's user avatar
4 votes

How to mask texture with normal?

The key observation is that you plug (1,1,1) into the normals. This normal is spread across the donut and divides it into two parts: one where the normal is sticking out of the surface and one where ...
taiyo's user avatar
  • 3,035
3 votes
Accepted

seamless circular coordinates

If you pop into 3D, you can pick up coordinates which are seamless there, and map those to a flat circle, one way or another: Here, the wall of an (imaginary) capless cylinder is tapered to a cone, ...
Robin Betts's user avatar
  • 72.8k
2 votes

Automatic Image Texture mapping (Scale and size) on surfaces (no UV maps)

You can work with the UV Project modifier. This modifier works with an empty object which helps you to project the image onto the mesh faces. First you need to add a new UVMap to mesh Then with mesh ...
Leonardo's user avatar
  • 1,026
2 votes

How to rotate texture 90 degrees when using Object texture coordinate?

For those who are also searching for a solution for rotating Object texture coördinates, I found a way by using the normal texture coördinates of the object. By attaching those to vector rotate node ...
M3D's user avatar
  • 31
2 votes
Accepted

How to use the contact area between the instance and the mother object as texture coordinate in shader?

If you use Boolean Mesh, you can not only sum up the area of mesh islands but also create such geometry, that there's a separate shader for the insides of the droplets, getting rid of the problems of ...
Markus von Broady's user avatar
2 votes

How to copy UV coordinates between similarly-shaped surfaces?

You can use a data transfer modifier to copy UV from one mesh to another. There are a variety of mapping options; "nearest face interpolated" is probably the best for your purposes: Don't ...
Nathan's user avatar
  • 20.5k
2 votes
Accepted

How to make Object Texture Coordinate not to change along animation

Similarly to Robin Betts' solution, you can 'bake' dynamically by storing data such as Position at any step in the modifier stack: Geometry Nodes tree: Consider switching the Point domain to Face ...
Markus von Broady's user avatar
2 votes

How to make Object Texture Coordinate not to change along animation

One option would be to bake the Object-Space of the surface your undeformed, subdivided mesh into a UV Mapped image: For the resulting image, choose a file-format that can accept negative values, (...
Robin Betts's user avatar
  • 72.8k
2 votes

How to get proper UV mapping with an Ocean modifier?

You could use UV Project modifier after the Ocean modifier to project UVs from another object:
Martynas Žiemys's user avatar
1 vote
Accepted

How to place a wave material along the normals of beveled Bézier curve

just use uv as input instead of generated
Chris's user avatar
  • 52.7k
1 vote
Accepted

Why is the UV being distorted when transferring to a copy of the model?

I haven't solved the specific problem, but I have solved the main issue. Turns out Unity can automatically make lightmaps. I'm uncertain about how efficient it is, but it works on this model well.
Menelin's user avatar
  • 23
1 vote

Why is the UV being distorted when transferring to a copy of the model?

When going back and forth between programs, sometimes the vertex indices get changed (reordered). Since UV maps are basically 2D coordinates stored on vertices (face corners really), mixing up vertex ...
Hadriscus's user avatar
  • 319
1 vote

Voronoi texture inconsistent over curve?

Unless someone has come across a setting I haven't discovered, the default UV of a curve is measured by the sampling between control points, not by approximated length. This seems undesirable to me, ...
Robin Betts's user avatar
  • 72.8k
1 vote

How can I rotate vectors to align with a sphere surface?

I found a solution - it's not perfect and does result in a small amount of warping, but it works for what I need at the moment.
Taliesin River's user avatar
1 vote
Accepted

The UV editor shows that there's no stretching but my UV grid is still stretched

Apply the scale in Object mode (CtrlA):
moonboots's user avatar
  • 139k
1 vote

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

Have you tried using a empty a the "source"? Here is the result I got with it https://i.stack.imgur.com/sd56e.jpg And here is the node setup. Really simple but I think it works Hope it ...
Alex's user avatar
  • 688
1 vote
Accepted

How to get the "Window Texture coordinates" in Geometry nodes?

Camera coordinates are: Position coordinate in camera space This can be recreated in geometry nodes by using the inverse of the camera's transform. (You also have to invert the z channel of the ...
Valalala's user avatar
  • 398

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