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I’ve a beam mesh (a cylinder) that lengths and shortens at instances through the BP. Is there a option to make the tiling on the cylinder constant so it would not tile an excessive amount of when it is brief and too little when it is lengthy?


Hello, in order the title says, I’ve a cylinder that may change size based mostly on the BP. I’ve a texture on it that proper now tiles an excessive amount of when the size of the cylinder is simply too small and too little when the size of it it too massive. Ideally I’m searching for a means, equally to Niagara’s tube ribbon tiling that stays constant whatever the size of the cylinder. I can’t use world house alignment as a result of the beam can transfer in house and it seems to be off/noisy with WS UVs. Any recommendation or suggestions please?


I’ve a setup for this that I did some time again. Give me just a few to seek out it :slight_smile:



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You should utilize the ObjectScale node to scale the UV relies on the UV mapping of your cylinder and which axis you scale your cylinder:

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