This doesn’t work either.
I try to turn off Tangent Space Normal and I did a lot of other variations…
But so far - nothing. Please help.
To summarize - I need Triplanar mapping done from Local Space that is independent from scaling the object in the world.
The trick you just show ( very nice ) works ONLY if you scale the object Uniformly… Otherwise - don’t… And this is a bummer for me.
I seek the ability for not uniform scaling of the objects, while preserving the ratio of the texture. this is why I am thinking about triplanar mapping in the first place.
I am looking cluelessly at some other nodes here like:
Bounds based stuff is no good, I know that much. If you rotate a cube, the bounds are all over the place!
The thing is, the standard nodes do work with rotation, it’s just that you want the texture to rotate with the object. ( right? ). Which is a UV thing, which is local.
it’s just that you want the texture to rotate with the object. ( right? )
Correct.
Basically I have many minimal cubic-form props that with little non uniform scaling and rotation - could look very different. I want to add stone and other textures on them that doesn’t distort when doing this.
Otherwise I have added correctly orientated Box UVs on the props, if this is helpful at all…
To be honest I am clueless where this should be hooked up really. I am hooking nodes somewhat randomly for days already and my opinion that I can brute force solutions like that diminishes hah… I don’t have the needed knowledge.