Is there an easy way to get consistent tiling of materials?
For example:
I built a room with different size static meshes for walls.
When I apply (for example) a brick material, the material scales at different sizes on each of the walls.
The only thing I can find is:
Make a material instance for each one of the walls and set the scale individually.
That would make a lot of instances and getting each one to match perfectly would be a pain.
Is there a way to constrain the material size and tile according to the size of the mesh.
-If you’re using Maya to make your meshes, I’m not sure how to go about this, but in 3DS-Max, you can apply a ‘UVW map’ modifier to your mesh and use a ‘box’ unwrapping method to get the same-sized tiling UVs for all of your meshes, this is what I use for most of my stuff.
-or you can do as Zacc mentions and use a World Aligned Texture function in your materials to get world-space texturing. Bearing in mind that this is more taxing on the GPU.