Project from the direction of normals
1466 13 1- szmatefy
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I have a roof geo, which I'd like to populate with rooftiles.
I'd like to apply a perfectly aligned UV map onto the faces of the roof, so I could lay them out in 3D space properly to use the bricker division.
I try to use abused normals to define the projection direction (zeroing out Y axis of the normal, so I could maintain that the bottom edge of the geo is aligned with the U coordinate of the projection, but it doesn't work.
I somebody could take a look at it I'd appreciate it
Thanks!
I'd like to apply a perfectly aligned UV map onto the faces of the roof, so I could lay them out in 3D space properly to use the bricker division.
I try to use abused normals to define the projection direction (zeroing out Y axis of the normal, so I could maintain that the bottom edge of the geo is aligned with the U coordinate of the projection, but it doesn't work.
I somebody could take a look at it I'd appreciate it
Thanks!
- CYTE
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- szmatefy
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- CYTE
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- szmatefy
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- CYTE
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- szmatefy
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The idea is to project the texture from the normal direction of the face but keep the face's bottom edge horizontal. This way I could make sure that the tile alignment will be fine. I'm open to other ideas as well. I tried to align the bottom edge of the face in question parallel to the X or Y axis, then use the divide node to bricker the polys, but didn't work as well. I have an arbitrarily shaped roof, unfortunately.
- willh
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Hi, you have to create a vector that is in degrees to be able to set the uv rotation. Normals are in radians and need to be converted. What I have done is create a rotation matrix using the lookat function and then set the trs on the uv project with a point expression.
something that I have discovered today is that you can give the lookat a 4th input which is the transform order which will spit out a vector instead of a matrix. A little easier to use and cuts out a extra step of converting it from matrix to vector
something that I have discovered today is that you can give the lookat a 4th input which is the transform order which will spit out a vector instead of a matrix. A little easier to use and cuts out a extra step of converting it from matrix to vector
- CYTE
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- willh
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- CYTE
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- willh
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- Jikian
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- szmatefy
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