Modelling Mode - Issue with textures using Cube Grid

Hi

If I push geometry back to remove it when using the Cube Grid tool, have the material set to match the rest, and then pull/extrude the new geometry out, I’ve noticed the texture never aligns like it did before. Which also leaves a noticeable seam.



Is there any fix for this? Some setting I need to adjust?

Thanks

Hello,

Can you show a video of what you’re trying to do? I don’t fully understand what process you attempting to perform.

So essentially like this… I hope I’m approaching the removal and adding of materials correctly.

2024-10-14 23-37-15.mkv (4.6 MB)

From what I can see, the pattern doesn’t align with the geometry. So it’s always going to be off, no matter what you do, because pushing/pulling creates a new instance of the material.

What you can probably do is duplicate the material or create an instance and adjust the X and Y alignment values until the pattern matches up. But you can see the moment you pull or push the extract, it misaligns.

Are you doing this to preserve the tiling ratio? (So that the pattern looks consistent and not squished or stretched out?)

If so, this technique reminds me of the techniques used in the earlier Tomb Raider games.

Doing it to preserve the tiling ratio? What do you mean exactly? Is there an option to make sure that’s done first? Or do you mean why I’m extruding new geometry? If the latter, it’s usually because after I’ve blocked something out I find out I’ve made a mistake somewhere or just want to change things, such as the placement of a wall.

I’ll try seeing if I can adjust the X and Y alignments though. Thanks.

Okay, I’ve got a Scalar added and promoted as a variable, however I’d like to expose options to adjust the texture on the UV coordinates so I can move them along horizontally and vertically. I’ve tried combining two separate parameters for that with the Scalar one, but can’t seem to get them to play nicely. I’m guessing I’ve set them up wrong and I’m not sure what the correct way would be. This is how I’ve done it:

EDIT: Okay, I think I’ve got it. I removed that Multiply at the top with the Add and removed that Lerp with a Multiply. :slight_smile:

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May I see?

It’s only sort of a solution, I’m afraid. It requires quite a bit of adjusting to get the texture to re-match up, but the problem is, if you try and use the instance anywhere else with the same problem, you have to adjust it again, which in turn messes it up for the others. So you would have to make multiple instances for each area. :-\

But yeah, the chequered grid is a bit messed up here:

I see.

Annoying.

I asked you if you were trying to preserve the X/Y Tiling so that the size of the object doesn’t matter, because if you do not set up a material correctly, it won’t scale properly.

I think you’ll need a specific material function to address this. One that gets its values GLOBALLY and not LOCALLY. This means that no matter where the material is in the level, it’s always going to align a specific way. (It’s how trees blowing in the wind work; they all use the same GLOBAL value of wind, otherwise they’d be completely desynced.)

I’m getting ready for work, so I don’t have time now to look it up, but hopefully someone in the Forum gets to you (or you figure it out) before I can do my own research.

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Okay. And yeah, that makes sense. I’ll try looking into it in the meantime. Hopefully someone else will chime in, too. :slight_smile:

I’m going to bump this in hopes someone better skilled in materials can guide you. I don’t want to guess.

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