#Let me show you the blender model
1 messages · Page 1 of 1 (latest)
and the UVs?
If your shader textures/noise a using UV coordinates, then any distortion in the UVs will become distortion in the texture
That will not work
How would I go about fixing it
Unwrap it properly
Unlike with traditional unwrapping the UV island orientation is very important
UVs are mesh data, not a texture
And shading it in unity rather
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
It's not unworkable, but it will not work great
What do I do to solve it ðŸ˜
They're curved and I need the model to curve
But i can't fix uvs if they're curved
The funnel tip at the bottom with all the bundled up vertices will make this mesh a nightmare to uv unwrap
You can by projecting the textures in world space rather than UV space
(or object space)
You could try using the Triplanar node
And see how it scrolls if you add time to its offset
You can probably see that the shader you're trying to replicate has many different effects working in unison
Most of them alone are above beginner level in difficulty I'd say
While every obstacle you face here is one you will eventually face later, I recommend you try something simpler if you want results
Understanding mesh data, texture sampling and various types of nodes SG comes with is crucial
Yeah
I appreciate all the help
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
Since a lot of shaders rely on mesh UVs, and sometimes vertex colors as well
I'd say you'd want the bottom tip of the mesh to be along the four edges of the UV map