# Tag Info

## Hot answers tagged texture-coordinates

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 ...
• 24.4k
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 ...
• 76.6k
6 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 ...
• 24.6k
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 ...
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&...
• 36.7k
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 ...
• 3,384
3 votes
Accepted

### Rectangular to cylindrical coordinates with volume material

I think we need to take into account the torus major radius to do that. The idea is to take a slice of the torus and calculate wave input coordinates from the slice center point. Which can be done ...
• 60.3k
3 votes
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### How to create different variations of my plank?

Use Object Info for Material Variation Here is a quick solution to achieve some floorboard variation that does not involve further sculpting. Make linked copies of the plank (apply your Shrinkwrap ...
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, ...
• 76.6k
2 votes

### UV unwrapping with size priority

Recent-ish changes (4.01?) have added the feature you're looking for into out-of-the-box Blender. Scale islands as desired to create more or less texel density, then use a pack islands operation and ...
• 24.6k
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 ...
• 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 ...
• 36.7k
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 ...
• 36.7k
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, (...
• 76.6k
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:
• 24.4k
2 votes

### 3D procedural material workflow

In the Shader Editor, you can create a node group and use this same node group in each material (ShiftA > Group > NodeGroup), any change in this node group will be replicated in each material.
• 157k
2 votes

### Texture Co-ordinate Object Mode is not' working as expected

The Object output provides a coordinate system in the local space of the object set in the Object field. If the Object field is left blank, the coordinates will be provided in the local space of the ...
• 1,860
2 votes

### Joining meshes - how to deal with remapping of the textures?

When joining the meshes which refer to the same image picture, to keep the texture correct the meshes UV maps must have the same name.
• 33
2 votes

### I want to make Voronoi type Cells go from 0-1 in UV space: so I can run a gradient through each cell individually. i.e. each cell runs from 0-1

I am not sure what exactly you expect. It is hard to recreate the exact same result with some chaotic distorted noise when you do not know all the parameters that were used for the reference. All in ...
• 29.3k
1 vote

### Rectangular to cylindrical coordinates with volume material

A possible approach would be to use distance-from-circle, Pythagoras all the way. This group returns the 3D distance from an XY circle of radius radius centered on ...
• 76.6k
1 vote
Accepted

### Creating material with real-world sized tiles

//EDIT: At the bottom you will find a file with a reworked version, using a brick texture, adding some settings to play with including the use of rectangular tiles and two different textures if needed,...
• 29.3k
1 vote
Accepted

### Rendering Result varies vastly from what I see in the viewport when using Texture coordinate's "Generated"

I found the Problem. I'm using a surface deform modifier on this object, and every node connected to a generated coordinate is rendered with a different result. In the Shader preview the nodes/ the ...
1 vote

### Hexagonal Voronoi texture 2

There is already a proper answer to your question on Blender.StackExchange. Here: =direct_link= The answer contains both: explicit instructions and the blender file with a fully-set voronoi-shader. ...
• 381
1 vote

### Texture Co-ordinate Object Mode is not' working as expected

Object coordinate in object mode means that you get the position of a point on the mesh in local space and use it as a coordinate. In your case, if the x-coordinate of the corner is 0.05, you should ...
• 35.4k
1 vote
Accepted

### 3D procedural material workflow

Here's a first shot at 2 Geometry Nodes tools which may help. Set Part Mapping Which will store a mapping of object-space, per-face, on the mesh: Usage: In Edit Mode, select all the faces whose ...
• 76.6k
1 vote
Accepted

### Adding UV image to an object

This is what you can see in the UV Editor or in the Image Editor: But if you enable the View > Repeat Image option you'll see how the image will actually be projected onto the surface of your ...
• 157k
1 vote
Accepted

### Shape Burst Gradient / 2D SDF in Shader Editor

It's computationally expensive, but gets the job done, automatically: Geonodes: Shading: Result:
• 36.7k
1 vote
Accepted

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

just use uv as input instead of generated
• 60k
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.
• 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 ...
• 793

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