Hi, I have a mesh with bad UV mapping. The texture and the mesh have to be cocentric. I want this to be automatic so I don’t have offset the texture manualy.
My idea is to use the worldAlignedTexture node to bypass the UV problem.
I want the center of my texture to be at the center of the bounds. I think Ihave to use the objectpositionWS node to get the position of the center of the bounds, but I don’t know how to use it in the worldAlignedTexture node.
I want the size of the texture to match the size of the object. That way you dont see the white corners.
I also ran into another problem. I tried to rotate the object aroud the y axis and the texture didn’t follow. Not sure it is possible to avoid that though.