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File: 429 KB, 968x764, wallpaperhelp.png [View same] [iqdb] [saucenao] [google]
947084 No.947084 [Reply] [Original]

I'm trying to create wallpaper textures for my modular walls.
But look, the wave texture doesn't show up on these adjacent wall face :(
How can I fix this?

>> No.947085
File: 393 KB, 844x838, worksnowhelp.png [View same] [iqdb] [saucenao] [google]
947085

>>947084
So, I switched the direction to Y band and it shows up now.
What's the explanation for this? Help me

>> No.947086
File: 406 KB, 810x822, help2.png [View same] [iqdb] [saucenao] [google]
947086

>>947085
Now,I rotate the z direction by 90* and the waves go away again :(((((

>> No.947088

sigh I'll just get the substance suite instead instead of this headache.

>> No.947104

I dont use blender but, it's your UV map that isn't relaxed properly. looks like you are using planar mapping for something that isnt a flat surface.

>> No.947127
File: 464 KB, 2085x1689, texture.jpg [View same] [iqdb] [saucenao] [google]
947127

>>947085
>>947086
Has to do with the normal directions if I remember right.
You'd also have a similar issue if you used a Brick Texture and tried to have it go around the entire object. It's just how Object Coordinates work. You won't have this issue with UV, but there is a trick to make it work with Object coords if you're dead-set on it. Triplanar coordinates are what you ultimately want.

It's a stupid work around, but all you have to do is blend 2 different textures based on normal direction.
So have one setup that works like normal, then on another duplicate setup, rotate one of the texture coords to make it work on the bit that sticks out. Then mix it with the other, using the normals from a geometry input node and grabbing whichever one works (you might have to multiply it by -1 to make it work on a certain side). I think that only works on one of the sides (probably missing something but I don't have a lot of time to bother with fixing it), so to get it to work on the other, just add another mix node at the end, and mix it with the one that worked on the poking out bit again, and use the same coordinate just not inverted (or invert it if you didn't do it the first time, those steps can be interchanged)

Pic related. There's definitely a better way of doing it, but this is the simplest to explain I think. Definitely search up some triplanar node groups and you might find something that works as well, just a bit more involved.
There's a more

>> No.947131

>>947084
Fix your UVs if you're using Geometry Nodes and use the UV socket from the Texture Coord node.

>> No.947134

>>947104
I have no idea what planar mapping is I'm learning by myself :(
>>947127
What does Triplanar node groups mean? Thanks for the elaborate response anon

>> No.947135

>>947127
>>947131
If I use UV mapping it looks stretched out and terrible :L

>> No.947137

https://www.youtube.com/watch?v=ePHWfJ3I4s0&ab_channel=DefaultCube
OMGGGG DEFAULT CUBE JUST UPLOADED A VIDEO USING MY PROBLEM JUST 2 WEEKS AGO!I UNDERSTAND NOW THANK YOU ANONS

>> No.947156
File: 527 KB, 2277x948, UV.jpg [View same] [iqdb] [saucenao] [google]
947156

>>947134
>What does Triplanar node groups mean?
I just mean to find a node group online that handles triplanar mapping, so you can just plug things in. It doesn't have to be a node group, just grouping a bunch of nodes makes things a bit cleaner.
https://blenderartists.org/t/triplanar-node-blender-2-81/1206622/22?
Something like this.

>If I use UV mapping it looks stretched out and terrible :L
Sounds like you're unwrapping it wrong.
You shouldn't have any issues if it's done correctly. In fact, I'd rec commend using UVs especially if you're making things that snap together so you can precisely control where the seams are on different objects to make them look seamless. You'd change the amount of stripes by adjusting the scale of the waves texture, just like before.

>> No.947160

>>947156
Ok I get it anon. I have two questions.
The part where the UV islands go out of the UV space that's fine when you're procedurally texturing stuff because it sort of tiles after 0-1 space. But when I want to bake the maps I have to scale them down or resize them to fit in the 0-1 space, yes?
Second question, is it worth getting substance painter/designer over blender's procedural node editor? Is substance designer a lot more tedious than blender's node editor or is stuff like this resolved easier in substance designer?

>> No.947235

>>947160
Yeah I guess going out of the UV space would be bad if you're baking it. If that's the case, just scale it down to fit in the UV space, and then scale the other UVs for other objects to match the same scale for the pattern.

>is it worth getting substance painter/designer over blender's procedural node editor?
I use both honestly. To me it really depends on how much time and in-depth a texturing job I want to do on an asset. A main hero asset I'll give it a solid working in SP, but for background assets and stuff I'm perfectly fine using Blender's nodes. I wouldn't call SP tedious, it's a bit like using Photoshop with the layers, and it's simple to pick up and learn imo. If you can, I'd use both, but if you're doing a lot of baking, SP is the way to go for sure. Baking in Blender is a lesson in patience.