Certain faces on mesh stretching texture

Hey,

I’m coding up a simple mesh and using a fixed JPG square as texture. On most faces it looks OK, but on the middle-top of the mesh, it seems the texture gets stretched for some reason.

It’s a single mesh, the entire model uses the same texture repeated on the faces. Is there some kind of setting for the face I can make? I already checked the face’s normal, which seemed fine (picture added).

I’m fairly new to Blender, so it’s most likely a simple setting for the face I’m messing up.

Have you UV unwrapped the mesh?
One of the problems is when you use a cube in your mesh…it is already UV-unwrapped…and it keeps that UV till you change it…by using seams of projection from view with only one face selected etc etc…
In this I started with a cube…and the UV is a series of squares…and each of this modified cube would look terrible as the texture would be squished here and there and stretched and edges would not line up…so I added seams…and projected only the top from view in the UV editor…then side view did the same on the front…( don’t use scroll click to orbit only use the NumPad for the views !) here is the result and the UV…Hint> load your image before you UNWrap…

This circumvents my problem by applying the material another way, so it’s a good answer.

I did not UV unwrap the mesh; I simply created a Material with a texture loaded in and assigned it to all the faces. Unfortunately for a select few, this did not work out automatically. UV unwrapping and dragging a bit, did fix it.

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That’s the way to do it…Dive right in there. Some things don’t need a UV with procedurals , some do. With textures you just got to, for good results. Glad you were able to get something you like!! Happy Blending!

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Not always suitable, but try separating parts by the general grain direction of the wood. Then use object based box mapping. Turn on “affect origin only” and adjust coordinate orientation to match the grain direction you want on that part.
I use this approach very often for wood pieces that are only cut. Some of yours are also bent, so it might not work.

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This is another thing I ran into; having to rotate the selected face vertices with UV mapping to make the wood-grain direction go more smoothly along the line. I’ll try what you metioned, thanks!

This is how I typically set it up:

Summary


The two arrows; the origin is rotated to support the angle of the grain. The straight arrow is where the grain will always be pointing, and suitable for a piece cut from wood. If the piece was bent, the grain should follow the curved arrow but that is not possible.
I’m using Object Info/Random + Geometry/Random Per Island to create a random color which is then added to the object coordinates driving the texture lookup. With bevel modifier, Random Per Island will create separate islands per bevel in some settings (harden normals?). If that is the case, you can use the Offset UVMap method instead, where you just collapse a UV map for the island to a singular point and position it somewhere. For some weird reason this can’t directly be used with White Noise without a snap.
I’m adding in s little bit of coordinate noise, you can ignore that.
As you can see in the outliner, I’ve separated out the pieces that need separate origo orientations. Sadly there is no way to control internal box mapping orientation with vector angle nodes.
The downside is how the object needs to be split out to separate objects.
The upside is you get very fast texturing with minimal issues and no UV work.
You can always lay out a proper UV, and bake out the lookup texture into a object specific texture, but that one you can’t randomize on a per instance basis.

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Thank you so much for sharing!
Setting up the shading is something I only just recently started touching up on (actually… all I figuredo out so far is how to make light pass through leaves of a tree). This is extremely helpful.