I currently have a spline with a basic plane mesh attached to it. My problem is that as I drag the spline points around, the texture stretches and contracts. Hopefully this shows what I mean.
Is there any special way I can set up the material or the spline blueprint to make the texture tile properly along the length of the spline mesh? Here is my current material I’m working with. Shouldn’t be too hard to follow
I’ve been looking around and have only found tutorials on how to make meshes tile without stretching, but they don’t translate well to textures, and if they do I’ve yet to figure out how. There is this one blueprint for a procedural river that I purchased, but looking at their method of tiling is an eye-sore.
I just started playing around with Spline Lofts Actors and from what I know so far I don’t think it’s an easy solution the way that it’s implemented.
I have two suggestions though.
add more nodes so that the mesh tiles
make a larger mesh to begin with and tile the texture on that first
It all depends on the distances you are trying to reach. You should be able to have multiple meshes used on the same spline so if you needed a smaller mesh you could do that and not lose the flexibility of being able to make quick turns. In other words, you could make another mesh that was 3-4 times the length of your original and save yourself the headache of adding more knots to the spline.
For now that’s exactly what I’m doing. I’m just making sure that the distance between each spline point is relatively the same so the texture doesn’t look strange as the road progresses. Maybe someday I’ll figure it out.