Changing uv tiling/stretching via particle data.
#3
(11-21-2021, 04:17 PM)tyFlow Wrote: Have you looked at the UVs rollout at the bottom of the tySplineMesher? Disabling 'normalize UVs' should stop them from being relative to the length of each spline.

Yes i have experimented a bit with however i have been unable to get any result when using it, regardless of the settings i choose. I am using the 3ds max checker texture but when i enable the UV in the spline mesher the texture turns grey. Changing the settings in the spline mesher UV has no effect. The only way i was able to achieve any result was by using the mapping by vector velocity in the mapping operator.

When i used the "tube" setting on the mesher it did seem to give me a result similar to the one i am expecting. I suspect the mapping is based off the distance between spline knots, but it doesnt work the same with the "mesh" mode and stretching a 2d plane along the spline.
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RE: Changing uv tiling/stretching via particle data. - by shadowkiller - 11-21-2021, 10:47 PM

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