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 ...
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: ...
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 ...
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 ...
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 ...
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
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
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 $x$ ...
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&...
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
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, ...
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 ...
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 ...
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 ...
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 ...
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 ...
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, (...
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:
1
vote
Accepted
How to place a wave material along the normals of beveled Bézier curve
just use uv as input instead of generated
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.
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 ...
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, ...
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.
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):
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 ...
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 ...
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