I am trying to get a PBR material onto an object - keeping the aspect ratio correct and also scaled equally on all sides and oriented like I want. Here is the texture I am using:
The result I am getting looks like this:
But what I want to get is this (simulated with Photoshop):
Now I have the following issues:
1.) Each side only uses 1 of the texture image which completely distorts the texture, but I want that all sides are covered keeping the aspect ratio.
2.) All sides should take the same “amount” of textures, so the circles are equally sized on all sides
3.) I want to control the direction of the textures, so that they flow like shown (triangle)
I think you will have to modify the uv coordinates of each face to tile the textures the way you want.
Another and easier way would be to create your object from 6 separates planes, because for each plane you can change the uv scale of the texture to achieve the number of repeats you want.
But this is related to the material/texture. What I need would be related to the geometry/face itself. Could you please tell me where I can find an explanation or an example in the playground? Or - if you have time do one face of the box in my playground project?
@Evgeni_Popov Thanks for providing a solution to the problem. I have played with the playground example a little, turning the face 1 as in my Photoshop screenshot. So yes… your solution works in this simple example.
But - isn’t there a better solution? For example - if you extrude a text, then you know the length of the extrusion, but you don’t know the length of the “curve” that makes the outer shape of the characters. But anyhow you want a texture to be correctly sized on the extruded faces in u and v while matching the size of the front and back faces of the characters.
It’s a problem with u/v generation, so either in the modeling package if you use one to create your objects, or with the function that generates the u/v if they are auto-generated.
I’m not sure I can help more here, maybe someone with more knowledge about modeling could.