Hey all,
I tried various methods (screen position / object position / camera position)
with various dividers and ideas from the internet but not getting exactly what I’m after.
I have a few different meshes, I’d love to ignore their UVs and project a texture that should cover the entire mesh, frontal projection.
It should also align to the mesh position in the frame.
With screen position I was able to cover the mesh but it was not exactly aligned to the center of it, and it was also not taking into account the mesh scale.
Is there a way to automate that?
Thanks a lot
Some kind of combination of these nodes should get you rolling. Make sure to check the from->to options of the various transforms:
The object scale node might work, but I don’t think it works with pixel shaders(yeah just checked while typing this out), so keep that in mind.
Thanks a lot, but my knowledge is rather limited so I’m not sure exactly how to utilize these nodes. I could randomize things but I’d be completely guessing.
What exactly are you trying to accomplish? If you’re just looking for a world projected texture, there are already nodes for that. Just look for worldaligned:
I am trying to project a texture on various 3D models,
while having the texture auto-wrap around the x/y of the mesh,
For example if I have a mesh with the text HELLO (single mesh), the default UV I have is each letter showing the full texture.
I want to the texture to auto wrap on the entire text.
Screen position did it, but it was not perfectly centered.
I assumed I have to play around with the TexCoord node to make it fit the size/position of the entire mesh.
Not sure how to utilize the WorldAlignedTexture, does it go instead of TexCoord? it won’t connect to anything in my current nodegraph.
Thanks a lot again