# Apply different UV scale per object for same material, is that possible?

**URL:** <https://forum.babylonjs.com/t/apply-different-uv-scale-per-object-for-same-material-is-that-possible/36681>\
**Category:** Questions\
**Tags:** material\
**Created:** [December 19, 2022, 12:59pm UTC](https://forum.babylonjs.com/t/apply-different-uv-scale-per-object-for-same-material-is-that-possible/36681 "2022-12-19T12:59:02Z")\
**Posts on this page:** 1\
**Showing post:** 18

<div class="post-metadata">

**Author:** ![Evgeni\_Popov](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/evgeni_popov/32/4432_2.png) [@Evgeni\_Popov](https://forum.babylonjs.com/u/Evgeni_Popov)\
**Post date:** [December 21, 2022, 1:51pm UTC](https://forum.babylonjs.com/t/apply-different-uv-scale-per-object-for-same-material-is-that-possible/36681/18 "2022-12-21T13:51:09Z")

</div>

If you want to update the uvs by hand for each face independently, you need to make sure that each face (triangle) has its own 3 vertices that are not shared by any other faces.

By default, a cube (created with `BABYLON.MeshBuilder.CreateBox`) share some vertices with multiple faces. So, you should call `daCube.convertToFlatShadedMesh()` to make sure each face has 3 vertices of its own.

From there, you can update the PG to compute the right uv coordinates for each vertex, depending on which face it pertains:

> **[Babylon.js Playground](https://playground.babylonjs.com/#96RLG3%234)**
>
> Babylon.js playground is a live editor for Babylon.js WebGL 3D scenes

I have also added the scaling in Z to show it works for all axis.

Now, it is very specific to the cube. If you want to do it for other shapes it will be much more complicated (is it even possible in the general case?).

---

_[View the full topic](https://forum.babylonjs.com/t/apply-different-uv-scale-per-object-for-same-material-is-that-possible/36681)._
