Hi there. I've been trying to get this to work for a while now and so now I'm looking for help.
My material uses 512 x 2048 textures to make rusted pipes with a lot of variation. With my current material setup, the Absolute World Position makes the textures seamlessly tile in the y and z vectors, but not the x vector. As you can see in this screenshot, rotating the mesh on its z axis breaks the texture's uv ratio, and there's also distortion on 2 sides of the other two. Does anyone have advice on how to fix my material? Thank you.
Replies
You'll probably want to mask it by world normal rather than simply blending the results together as well.
You'll probably get weird warping in the tween blend areas which is where you might want to use world aligned texture instead, or just up the contrast to like 1000 for a harder projection.