How can I 'lock' UVs on scaled meshes?

I have a mesh that I want to scale depending on where it is being used. It is a piece of a building wall. When I scale the mesh, the UVs also scale, as expected. However, how can I ‘lock’ the UVs so that they do not scale with the actor?

You can do it from the material editor.
Put a “texture coordinate” node and multiply it for a fraction of the “Object Radius” node.

Another way is using the “WorldAlignedTexture” node

Interesting. I attach a screen grab to perhaps get a bit more help.

And this is the basic normal map I am using to make the walls look ‘ribbed’.

This piece of texture would equate to around 50x50cm. Would your suggestion work in this case, and if so, can you elaborate?

here you got the world aligned version, probably the one fit better with your project.

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Fabulous - thanks Micky.