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