Displacement material - how to avoid directional scaling?

Hi all,

I’m fairly new to Blender, and this is certainly my first time playing with fancy materials. I’m trying to create a black powder coat material that I can place on a number of parts in my scene. I’m using the Musgrave texture generator as a displacement. The result looks pretty good on the preview sphere. However, when I apply materials and render (Cycles), I see the texture strongly stretched on a part that’s (a) long and (b) probably has long triangles too.

This image should tell the story:


I’d like to ask if there’s a switch somewhere that lets the Musgrave scale by physical distance, rather than the geometry of the part or its triangles? In other words, to make it look like the powder coated surface I’m trying to portray? (Really hoping I don’t have to UV map every part or something like that!)

Thanks!
Dan

You haven’t supplied sufficient info (no examples blend file or even the material nodes)
What type of texture coordinates are you using for the musgrave texture ?
If you are using the default settings (UVs), have you laid out the UVs correctly ?
If you are using the Object texture coordinates, have you applied any object scaling (Ctrl+A) ?

See, there’s the problem: I’m noob enough that I don’t even know how to answer your questions. :confused:
I came to the forum because I don’t know how to formulate a Google search for what I’m looking for.

Here are the material nodes:


(And yes, Kipling is one of my top favorite authors. :slight_smile: )

For the musgrave texture node you have nothing linked to its vector input. This input controls the textures coordinates so how the textures is applied to the object. If you have no input then it uses the default settings which are the object UVs. I suspect you have not UV unwrapped the object.
Add a ‘Texture Coordinate’ node and connect its ‘Object’ output to this ‘Vector’ input of the musgrave texture.
Ensure you also apply any scale that your object may have with Ctrl+A /apply scale

Hi,

that’s probably a scale problem like Richard said. It’s always important to check that your object’s transform are zero for translate and rotate and 1 for scale (except special cases).

Thanks, Richard - that’s exactly what I needed! It looks just how I want it:


I don’t think I need to zero out the scale of anything, as the whole model was imported
as .dae exported from 3dsmax (imported as STEP from Creo).

Thanks, Richard - that’s exactly what I needed! It looks just how I want it:

[ATTACH=CONFIG]460744[/ATTACH]

I don’t think I need to zero out the scale of anything, as the whole model was imported
as .dae exported from 3dsmax (imported as STEP from Creo).