New answers tagged uv
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How would I make this LED display only display only full or empty circles?
Using the 'Position' output of your regular Voronoi as your texture coordinate will quantize the UV that's fed to it:
.. some function of the 'Distance' output will control the spread of illumination,...
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How to duplicate vertices and modify their uvs with script?
Consider this shader, it uses the typical Array modifier $u$ coordinate offset of $1$ to make every 2nd element metallic:
Here's a Python script that efficiently duplicates the objects and for each ...
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How would I make this LED display only display only full or empty circles?
You can quantize UV coordinates using vector math node (snap):
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How do I join all these meshes together? I already tried assigning all UV maps the same name
You're using a Solidify modifier to create the outline which refers to the outline material by index. Every time you join an object, the material indices shift, and your setup breaks as a result. You ...
4
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How to create Fabric texture?
Here's a procedural hexagonal weave.
There may be a more economical approach, but this seems to perform well enough. It starts with a single spoke:
.. which is a mapping of the dot-product of ...
5
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How to create Fabric texture?
You can make these knots with the Add Curve: Extra Objects addon then bake the normals in order to fake the 3D relief (it's better to fake the 3D wit a normal map because a whole mesh of this kind ...
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UV Map / Rig problem
For the first issue, in the 3D Viewport, select the whole mesh in Edit Mode, press X, then select Limited Dissolve.
For the second issue, while in Edit Mode, by ...
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Accepted
UV Image flip doesn't update in rendered mode
I suggest to save the image you flipped and try to render again.
Sometimes, edits in the UV Editor won't reflect in the 3D Viewport unless you enter and exit Edit Mode. You can also try that.
It is ...
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Disable changing texture and zooming in UV?
Check the islands' material, make sure they have the same resolution by plugging in a texture. It should solve the zooming issue.
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texture expends after beveling the corners
As bevelling adds faces by extending your mesh from the edges, the UV map is distorted by trying to map a texture where there was nothing before.
You'll have to marks your seams again, on the middle ...
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Why are my faces warped with strange artifacts?
The second thing I notice (after checking to verify normal direction) is that you have custom normals:
I know that this is the case because of the button in properties/object data/geometry data, that ...
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Why are my faces warped with strange artifacts?
You've messed your normals somehow.
Edit the mesh, select all vertices and do Mesh > Normals > Reset Vectors.
This cleaned up most of it, but you also seem to have custom split normals as well, ...
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Material preview and UV viewports not showing image textures, but Material Tab Preview shows the texture
For the moment the material called HEKLPPp is not assigned to your faces, it's the material called Material and it is completely white, and if you want to see the grid image in the UV Editor you need ...
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Accepted
UV Preview Texture Not Applying In Shading Tab
You have not correctly unwrapped your object, it only shows a grey part of your image, unwrap again.
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How do I get texture slot to show up?
Your material is super complicated, no image texture is directly plugged into the shader, if you just want to paint on the body, unwrap again with the Smart UV Project mode, create a new material, ...
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Accepted
UV mapping on Cube mesh is different than on extruded mesh
Your object is not correctly unwrapped, look if I draw an horizontal line on the grid, it will appear vertical on your cube, you need to rotate your UV 90° then scale on X, or mark a seam on one of ...
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UV stretching after unwrapping (on curved mashes) (closed)
Nothing is wrong here, that’s just how UV unwrapping works. Think about it. If you had to make a flat surface wrap around this pipe that changes diameter, what would that wrapping be shaped like? The ...
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How to create a moving texture effect?
This effect is typically done through shaders by displacing the UVs of the plane with time (frame number/frame rate). You can achieve this using a shader node setup like the following.
Please note ...
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Transfer UV map is not working, Pasted UV is broken
I cloned the uv map. On the surface, it seemed successful. The islands matched perfectly in shape. However, in reality, each vertex is arranged arbitrarily without any rules.
I would expect the ...
3
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How to project these weird tiles onto a floor plane?
It was quite challenging for me to understand what dimension and beveled angle, does the tiles to be repetitive texture (because like the MrA's answer is solving arraying the segment, the pattern is ...
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Accepted
How to project these weird tiles onto a floor plane?
I think the ground texture would tile fine if you consider the section I marked in the image below. I am sure you know that you will still need to do some clean up in an image editing software to make ...
1
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Accepted
Why does it look like overlapping when painting, but on UV map, are not overlapping?
It's normal that it happens if the UV faces are overlapping, if they are not anymore check the Bleed value (N panel > Tool > Options > Bleed), make sure that it's not too high. Also maybe ...
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Multiple UV of same mesh
A UV map is just a flat version of the mesh. It is intended to hold information of how a 2D image maps to a 3D surface. You cannot have duplicates of the same face in multiple sections of the same UV ...
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Accepted
Generating UV Coordinates with geometry nodes
I think you want to get "simple solution" that doesn't exist.
In order to get UV map, you have to use vertex coordinates, normals and some logic to convert 3D coordinates into 2D. This logic ...
3
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Generating UV Coordinates with geometry nodes
A workaround to prevent the UV Unwrap result to change when deforming is to sample the UV from the static version of the mesh, which you have at some point in your node tree if you are deforming it:
2
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Accepted
How to fix specific uv and recaculate other uv?
Perhaps the option Pack Islands will do it for you?
In the UV editor selact all the UV's.
From the UV drop-down choose the Pack Islands option.
In the Pack Islands pop-up decide if you want the ...
1
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Accepted
Corrected road model to conform to earth curvature
If your earth is completely spherical, you could:
Join all your object into one, align it with the X axis, set the origin to the center, put an empty at the same location, rotate it -90° on Y:
Give ...
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Accepted
Animated Gift Unwrapping
You could try it this way: Create a curve, hook its vertices to some empties, make the ribbon mesh follow the curve with a Curve modifier, parent the empties and the ribbon to the curve, parent the ...
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How can I flatten this UV island out like the example shown? (Flatten UVs)
You could mark these seams, choose the front view and unwrap with the Cylinder Projection option:
In the UV Editor, select the top edges and switch the Pivot to Individual Origins:
Scale the edges ...
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Accepted
Intersection of procedural road cause UV artifacts
Solved by storing UV attribute right after "Geometry Generation"
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Texture paint not painting properly
The Solid mode will give a basic preview of your image texture, but it won't take your Shader Editor setup into account. Here in your Mapping node you have rotated your texture 90° on Z, if you want ...
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