Hello!
I’m building a scene that has many pieces of walls that I connect to each other to create a bigger and more complex wall with doors ans other stuff. I found out how to scale the walls and the texture remains the same, it’s the first step, but I can’t find out how to change the UV coordinates according to each wall’s coordinates on space, so I can have a linear tiled texture over the big wall made of many pieces.
Here you can see a connection from two pieces, it has this texture seam between them that I would like to get rid maybe getting each piece coordinates:
The result would be like, if you move the wall around, the texture remains at the same position, like you had an infinite X and Z texture and the wall piece was the mask to show it.
Ok, I could make it for the floor textures, it works perfect, as it’s being projected on the Z Axis. But for the walls, it doesn’t really works. I could change the projection axis for the axis the wall is facing, but then I would need 2 materials each for wall rotation. Isn’t there any way to get projectionss from every axis?
How can I get the textureWorldScaleHorizontal and Vertical? Is it a material node or it’s scripting?