I’ve got a problem: I’d like to create a texture for a sphere where on all axises (x, y and z) will be strips, like on Y axis in the playground. The reason I decided to use a dynamic texture is that I need not static texture, it should be generated on a client every time a user sets a new value for the gridSize variable. For now it’s a const, but it’s just an example.
I assume the easiest way to reach my goal is to overlay the texture on itself with rotating it on 90 degrees twice (around one axis and another). But I don’t know if it’s possible and how to do it if it’s so.
P.s.: if you got what I want you could also offer me other ways those seem to be better or more optimal or have any other advantagies over my intention. Thank you
Hmm you could make a custom shader to rotate the UVs and sample the texture a second time but it would be simpler to just draw the vertical lines to the dynamic texture too I think. Maybe something like this for example.
Huh? I would say the same as @Blake. No clue what you are trying to achieve and what exactly the issue is. From your initial post (I didn’t reply to because you are using baseTexture and I have no experience with it) but I believe @Blake gave you the answer for it. Then I would have said the same for
I’m afraid you will have to further explain why you are using a baseTexture and (may be more importantly) what exactly is this grid). I believe we both understood the initial post and thought just to rotate your texture 90°… but apparently this still doesn’t give the result you want, does it?
OK, yes, now I get it. However, I have no idea how to do it Not just now. It’s a matter of how the UVs/normals are on a sphere - Where you want the texture on the sphere to render the same as on a cube, correct? If only my Maths would be better, I would have already given you the solution instead of typing this
I suppose you already tried changing the projection mode to cubic, yes?
No, of course it doesn’t. As I said, too easy, doesn’t make sense
Let’s call in once again @Blake or eventually @PolygonalSun to help you fix this, now that we have the full information. If anyone can tell you how to do it, I’m sure one of’em will