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A way to compensate UV distortion?

Enthusiast ,
Oct 25, 2023 Oct 25, 2023

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kirkr5689_0-1698228685027.png

I am trying to do a procedural model  where  the mesh deforms  a bit  when necessary .   Without  re-doing textures.    Like in this example.  Certain  texture space  squeezing to the right is expected  because I want the center point keep  it's coordinate in texture.    But how can I  make top and bottom triangles  keep it straight?   

I appreciate any  idea how can it be compensated for alredy built texture ?   I can pre-bake each triangle having its own vertex color . It's sort of automatic in Blender    and use colorID  it as a mask  plus distorted UV  exr  as distortion vector   but what's next?

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Community Expert , Oct 25, 2023 Oct 25, 2023

Keeping the centre UV co-ordinate, not changing the texture, and having the texture align differently appear to be contradictory requirements.

You could reproject the texture in Blender , in UV editing hit 7 to view from above (orthographic) then use UV Project from View. That would keep the horizontal and vertical lines aligned on each side.

 

 

Dave

 

 

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Community Expert ,
Oct 25, 2023 Oct 25, 2023

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Keeping the centre UV co-ordinate, not changing the texture, and having the texture align differently appear to be contradictory requirements.

You could reproject the texture in Blender , in UV editing hit 7 to view from above (orthographic) then use UV Project from View. That would keep the horizontal and vertical lines aligned on each side.

 

 

Dave

 

 

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Enthusiast ,
Oct 26, 2023 Oct 26, 2023

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Thanks Dave, you are probably right it's impossible task. 

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