I just got blender 3.1 and when I add a floor material it looks stretched out I don’t know how to make it look regular
Post a screenshot of your material tab.
BTW you can save a nice and readable screenshot from the menu, so we can see the settings:
Welcome to Blender! It looks like your floor is unwrapped wrong- at last, that’s the most likely option, without seeing your nodes Select your floor, go to Edit Mode, select all with A, press U, and choose Smart Project
Yes, it looks like you accidentally picked a circular projection of your texture coordinates onto the plane. Review the entire subject of “UV mapping,” which specifies how the (U,V) coordinates of the texture are to be mapped to the (X,Y) coordinates of the plane. As Joseph has said above, there are usually fairly-automatic ways to fix it.
For floors and usually ceilings I take coordinates from Texture Coordinate/Object rather than UV. Then I SeparateXYZ and CombineXYZ with whatever combo works. In the following I’m using X and Y to drive the 2D brick texture generator, which in turn adds to the coordinate lookup slightly randomizing the actual texture for each time:
Even if using UV coordinates, which should be properly unwrapped, you can still have this setup readily available to easily scale the UVs to match the physical size. Only downside is that this coordinate space tend to include negative values which you may have to account for during certain math operations (i.e. modulo).
i need a video tutorial explaining this. In general I need some in depth tutorials explaining “vector” because no matter how much I learn about the nodes and even learning a little math, I still have zero clue about the vector input and how/why you can plug anything into it to do unexpected things.