New answers tagged uv
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Can't add Thickness to UV Sphere with Solidify
Your object is carrying a scale transform, assigned in Object Mode:
.. which is executed on the object (the 'vehicle' of your mesh,) after the mesh has been manipulated in Edit Mode, and subsequently ...
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Collapse Edge and preserve UVs
Enable the Transform Correct Face Attributes option, then select the edges and press X > Collapse Edges and Faces:
- 125k
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How to fix image texture distortion
Is it just that the geometry has changed without a corresponding change in UV?
.. which would mean you just have to re-map, whichever way suits your workflow best.
- 66.2k
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Should you straighten UVs even when it causes stretching?
UV mapping is used to display 2d textures on a 3d surfaces - that's all there is to it. There are absolutely no rules here. You can do whatever you want however you want as long as it gives you your ...
- 18.8k
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Apply two different-sized UV maps in one shader
You can either scale one unique UV map, like this:
Or create two UV maps, scaled differently:
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How can I make my procedurally generated texture follow a curve in Blender?
Instead of doing it with the Generated or Object output (which won't take the blade shape into account) you could try with the UV output, if you twist the UV faces it will allow you to twist the ...
- 125k
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I'm trying to join two meshes but the textures break even when i rename the uv maps to be the same
I suppose textures uses a default UV like this:
In this case there is only single UV can be default on the model.
So you need to replace this node by this one, there you can define that UV map you ...
- 31.7k
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Disable smoothing of UVMap coordinates between 1.0 and 0.0 (at seams)
I've got it working, here's the result I needed:
And here's the node setup:
Not sure how exactly "Sample nearest surface" works, but it gives the result I need.
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is there a way to mirror traditionally painted textures?
if you really want both sides of the character to be exactly mirrored versions of each other you can just use the mirror modifier and paint on one side of your mesh only. By default the mirror ...
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Experience in using a small color range from Image Texture using ColorRamp
You're almost there. Just throw in a Separate Color node, crunch the Color Ramp stops a lot and use the resulting map as Bump Height:
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Mirror UV Mapping
After wasting a good amount of time on this exact issue, I've found a good solution; one that does not effect multi-res, vertex groups, shape keys, or anything else of the sort, as it works entirely ...
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Geometry nodes Simulate project from view for UV map
I don't know if this will do. but it's a match for the UV Project modifier given a single orthoghraphic projector:
It inverts the relative transform of the provided 'Projector' object, gives that ...
- 66.2k
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Can't select whole UV mesh in UV editor
Check the inside of your mesh. Either you have a face inside the mesh or they're multiple vertices in one spot. Select all and press M > Merge By Distance. Unwrap mesh again. If there is a face ...
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texturing - uv maps - seams - why did it unwrap this way?
You've made a face inside the mesh, turn on display normals and look for the face inside the mesh and delete it, select mesh again and unwrap it
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UV project on object without the projection on the back of it
UV project basically makes a flattened version of your mesh from the camera's perspective. If you do not want the back parts of your mesh to feature that texture, you have to select these part and ...
- 11k
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Why is my texture distorted on my spiral staircaise?
A face is made of 2 triangles, if you unwrap with the Follow Active Quads option, the UV faces will be deformed compared to the original faces, and it will stretch slightly these 2 inner triangles, ...
- 125k
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Geometry Nodes - Image Texturing doesn't extrude in normal vector
Further to @Gordon's answer.. you may want your displacement to be mapped in UV space (rather than the default Position, or Object space). But his point that the (Float) texture should scale (Vector) ...
- 66.2k
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Geometry Nodes - Image Texturing doesn't extrude in normal vector
If you want to displace the mesh in normal direction, you need to provide the normal information in the nodetree. You can simply do this by adding a Normal node and plugging it into the Offset of the ...
- 18.2k
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How to group/join/merge overlapping UV islands
Select the faces you want to be overlapped, set a view in which they overlap (front orthographic in your example) and press U > Project from view.
In the UV editor select all and press P to Pin ...
- 24.1k
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Straight UV island but stretched checker texture. How to solve?
As your UV is stretched it will also stretch the inner triangles that make your quad:
To fix that, subdivide your mesh until the inner triangulations become unnoticeable:
- 125k
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Distorted texture blender
You can use the Follow Active Quads method:
Select the back or the front of your t-shirt, select a face in your UV, square it manually or with the UV Squares addon:
Keep this face selected so that it'...
- 125k
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Building UVs without applying the mirror modifier
I think I ran into a similar issue with UV's for my projects, and I used UV warps to offset my uv's procedurally as needed. One possibility is:
Plan to have all your uv's start on the center line (0....
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Making texture paint only stay in the selected faces - with no bleeding
In the brush options, choose a Bleed value of 0:
- 125k
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Building UVs without applying the mirror modifier
Unwrap the object while the mirror modifier is on, do your UV work naturally, fully covering the 1:1 space.
Move the Slider of the "U" coordinate to 100%, so all mirrored islands from half ...
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How to move obj's uv map to another obj?(same shape but different vertices)
Make sure the vertex count is exactly the same as the source object, otherwise the transfer wont be possible, each vertex has an index number, the operator uses that to know how the data should be ...
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Rotate UV by specific angle e.g. 30deg in Python script in backgroud mode
It may be possible if you select the screen.
It is not a smart way...
It is valid only for the selected surface.
...
- 177
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Building UVs without applying the mirror modifier
If you don't mind overlapping UVs then you can use the mirror modifier without applying it, each side of the model will simply share the same UVs.
If you want both sides of the mesh's UVs to not ...
- 251
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Is this possible to see seams from Collada imported object?
Than you import collada file:
Select all points and press M -> By distance. It will merdge together all hard edges.
then open up uv editor, select all points and click UV -> Seams from islands....
- 31.7k
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Geometry nodes: Morph between two meshes with UV
If you morph your mesh correctly, there's no additional step needed to morph UV. Yes, if your two meshes are unwrapped differently, you would need somehow to switch between the two, but any ...
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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 ...
- 18.9k
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UV Map not displaying vertices
As Moonboots suggested, go to edit mode, select all the faces you want the wireframe to be displayed, then switch to texture paint mode.
Check also if your overlays are active.
- 24.1k
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Use random uv on instances - geometry nodes
It seems likely in your case that it would be more economical, and simpler, not to realize the instances in the GN tree?..
If so, at its simplest,you can store the index as a named attribute on ...
- 66.2k
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How do you make a material that rotates around a focal point, like a pie chart?
Try this node setup. You can write #frame in the Value node field to make it keep up with the current frame (when animating):
That's just the basics of the "waves" converging at the center ...
- 24.7k
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How to imprint logo into STL
To answer you first question: When you importing STL hit , on numpad (key next to 0) or if you dont have numpad hit tilda key above TAB and chose ...
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Accepted
How to segment exported UV textures to be different colors?
I had to use screenshots, so I can't comment, please don't downvote if it doesn't solver your problem entirely.
Use CTRL+ TAB to switch between modes
Go into edit mode and select all faces that are ...
- 2,701
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what is the best way to UV unrawp this model
Select the outer and inner faces, choose the front view and unwrap with the Cylinder Projection option, scale the UVs on Y, the 2 UVs are overlapping but you can select each one in the 3D view and ...
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