Hey, I was wondering if it is possible to make a material so that a texture is consistent across it, I’m working with a hexagonal grid and I have a material for the top of the hexagon prisms, I would like the top surface of 2 hexagons that have the same heigh to look like one continuous texture, the idea being to be able to add some texture variations like macro/micro over multiple tiles.
I’ve been trying things for a while now and I can’t seem to figure it out.
Thanks, I ended up figuring it out yesterday mostly, found this video as well!, from you linking it here:
Turns out it’s a lot easier when you know what you’re looking for! (I’m just starting out from, well, not much background :D)
I wanted to remove the post or something, but It had to be verified and only went up when I was asleep!
I first had something that worked for every ones out of 2 rows of hexagons which I didn’t fully understand based of off this video: https://youtu.be/WlwfA4wd338
I played with it for a while but couldn’t quite get it right.
Then I found something with absolute world position that worked for the top flat for of the hex
Then I tried adapting it for vertical surfaces, but I wasn’t sure of the math, I ended up making another materials for the sides, but it was a bit stretched on some axis, I don’t have it setup anymore so I can’t take a screenshot of it.
I’m guessing this is what worlds aligned texture does more or less but does it better :D. I only saw the “solution” when I had turned off the pc, about to try it out now, thanks!
Another video about it actually that show a little bit what’s in it.
now there is one thing that bothers me, which is that if using that on a cube for example, there is no continuity of the texture from one face to another, I guess it might not be possible to achieve that even since i imagine you’d run into some issues for some faces at some point.
and also for vertical textures it seems it needs some tweaking to work properly for my usecase.
I’m working with objects of fixed size/scale here.
Since I’m only using a material that isn’t used on the horizontal plane maybe it would be quite doable?
Would the object scale be used to tile the texture so it’s proportional the the faces scale?
Also since you wouldn’t be seeing all faces at once, but 4 faces simultaneously at most, it only has to tile nicely from the user’s perspective
mmm yeah, well I did notice that putting a high value for projection transition contrasts seems to remove (I’m not sure exactly), something projected from the other face, so I don’t have those lines crossing from the opposite directions, so things look a bit better.
But only the 2 (opposite faces) have the correct scaling while the other 4 have a distorted scaling, it seems to be about the same result as i achieved yesterday and that I tried, unsuccessfully to fix.
and then for two of those faces it the texture runs into itself:
I feel like if I could just shift the perspective from which this is applied, it might work alright actually.
At least for those 3 lateral faces, since it wouldn’t work for the top one but that could be alright.
It’s not too bad as is for some fixed textures currently, the texture is in fact continuous but there is a symmetry on that edge
I feel like that plane for the texture symetry would be rorated so it’s always 90° from the position of the user on the x,y plane it would be perfectly fine.
I’m going to give this a try: https://youtu.be/pXOknekvmwE
I guess the distortion is due to the direction the texture is projected from, so i’m guessing a custom function could fix that.
yeah I understand it’s not going to make the texture continuous across all the faces, but mostly I want it to look so the material is continuous from one face to another, the blending he uses there seems like it would contribute to that effect.
The noise is continuous here: https://www.youtube.com/watch?v=pXOknekvmwE&t=421s
Rotating the meshe was a nice call! Here’s how it looks with a 30° rotation, no more deformation.
Although this makes me think, if the noise itself is 3D or whatever so it tiles on those faces, then surely there has to be a way to generate textures that would also do that?
You’re using the same mapping system for both textures, so the noise will have the same limitations as the grid. You just can’t see it as obviously with the noise.