#Let me show you the blender model

1 messages · Page 1 of 1 (latest)

mental lark
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Show the UVs also

chilly idol
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As you can see, the curving bends

mental lark
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and the UVs?

chilly idol
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How do I show that

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oh my bad hang on

mental lark
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If your shader textures/noise a using UV coordinates, then any distortion in the UVs will become distortion in the texture

chilly idol
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those are my UVs

mental lark
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That will not work

chilly idol
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How would I go about fixing it

mental lark
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Unwrap it properly

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Unlike with traditional unwrapping the UV island orientation is very important

chilly idol
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But I don't export textures

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I'm just exporting the fbx

mental lark
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UVs are mesh data, not a texture

chilly idol
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And shading it in unity rather

mental lark
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They dictate how a texture is mapped to your mesh
Or in this case how your shader is mapped since it uses UVs for texture coordinates

chilly idol
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Here

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Does that work better?

mental lark
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It's not unworkable, but it will not work great

chilly idol
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What do I do to solve it 😭

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They're curved and I need the model to curve

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But i can't fix uvs if they're curved

mental lark
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The funnel tip at the bottom with all the bundled up vertices will make this mesh a nightmare to uv unwrap

chilly idol
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Can't I apply the shader to the whole object instead?

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Rather than faces?

mental lark
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You can by projecting the textures in world space rather than UV space

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(or object space)

chilly idol
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How may i adapt my shader to do that

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I'm just tiling the noise

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With a time node

mental lark
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You could try using the Triplanar node

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And see how it scrolls if you add time to its offset

chilly idol
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it requires a texture not a colour

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oh ookkk

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no still not working

mental lark
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You can probably see that the shader you're trying to replicate has many different effects working in unison

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Most of them alone are above beginner level in difficulty I'd say

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While every obstacle you face here is one you will eventually face later, I recommend you try something simpler if you want results

chilly idol
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Yeah alright

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Thank you :)

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I thought so kinda

mental lark
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Understanding mesh data, texture sampling and various types of nodes SG comes with is crucial

chilly idol
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I appreciate all the help

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I'll learn up on it

mental lark
# chilly idol I'll learn up on it

SG is relatively intuitive so just poking at things and modifying examples you can find will quickly give you understanding of it
Also, UV unwrapping is a very important skill for shaders

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Since a lot of shaders rely on mesh UVs, and sometimes vertex colors as well

spice scarab
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I'd say you'd want the bottom tip of the mesh to be along the four edges of the UV map