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How to place and scale a texture along UV3 ?

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    How to place and scale a texture along UV3 ?

    Hello everybody,

    How to place and scale a texture along UV3 ?
    I try to create a burn effect who uses world position (later my fire position) to place and scale a texture, so I use the node ScaleUvsByCenter and Absolute World Position
    I can place this texture along UV2 (XY or ZY) but how to place a texture along UV3 (XYZ) ?

    My material function if I use R and B:

    Click image for larger version

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    Result, my texture is good placed along XZ but stretched along Y :

    Click image for larger version

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    if I use G and B :

    Click image for larger version

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    my texture is good placed along YZ but stretched along X :

    Click image for larger version

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    How to place and scale a texture along UV3 ?
    I try to use the node ScaleUvsAroundPoint who have a uv3 input but I don't understand how it work.

    Thanks

    #2
    I am beginner too, but you use Blender for models? if so then you have to apply scale to meshes before UV unwrap.
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      #3
      I use Maya, I don't think my uvs are the problem, I think I need to blend two part like this :

      Click image for larger version

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      Comment


        #4
        Merging would be a solution, and if i rememper correct, then we had exactly this in another topic for another kind of effect Please take a look at this thread here, and the blueprints (last answer in that thread) posted there. There the texture is masked and merged, like you would need it too, because otherwise it would face the exact same problem.

        https://forums.unrealengine.com/deve...e2#post1792831

        You would just need the merge for the XYZ Output.

        Comment


          #5
          Originally posted by Suthriel View Post
          Merging would be a solution, and if i rememper correct, then we had exactly this in another topic for another kind of effect Please take a look at this thread here, and the blueprints (last answer in that thread) posted there. There the texture is masked and merged, like you would need it too, because otherwise it would face the exact same problem.

          https://forums.unrealengine.com/deve...e2#post1792831

          You would just need the merge for the XYZ Output.


          Interesting, I did this yesterday, mine seems simpler and I'm happy for the moment.

          Click image for larger version

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          Click image for larger version

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