can me someone please lead to a way, to calculate the UV for the material, based upon it’s scaling and the y/x/z axis?
In the pictures you can see how the Material is “compressed” on the sides of the walls.
Howto get that right, for each of the axis? x/y/z/ ?
Mhh ok i could use a solo matslot for sides /top bot/ front / back and use instanced modified materials for that.
I thought there would be an option to setup some sort of axis based scalefactor inside one material…