Hi, sorry if this is a noobish question but I have an object set to use world-aligned textures but when the object is rotated (or curved along a spline), the texture appears to overlap with itself at a certain point.
place down the node “BoundingBoxBased_0-1_UVW”. Hook that up to “Worldposition”.
Then you also need to take vertex normal and transform it from world to local space and hook that to the world normal input.
There are various other ways to achieve this as well such as using “local position” but I haven’t tested them.
FWIW, on 45 degree angles it is expected that you will see a crossfade between 2 projections. You can change the transition projection contrast by adding a scalar param to that input on the function.