Now I tried to take the Texture Space from ‘cube_with_texture’ to the ‘cube_duplicate’. I was told you have to use texture editor to take the coordinate from the ‘cube_with_texture’ over, and I can’t find a way to do that to make this option work. Please alter the file and tell me how to do it. I don’t understand how the feature work.
I think i don’t understand what you are trying to accomplish…( *take the texture space… ??)
You have already the same UV maps as in cube_with texture but then you modified the geometry of cube_duplicat … this couldn’t work or how do you think this should work or can you make a mockup of what you want this to be ??
(sidenote: you file has the UV grid as texture but showing the color grid as thumbnail like your screenshot… ?)
They are talking about the “texture mesh” feature. It can be found in the “object data properties” tab. It’s a long obsolete feature that basically no one uses anymore and I even see some people saying it might be broken. In any case, it’s so rarely used I can’t even find information about how to use it.
If material is using UVs from UV Maps to map texture, it does not take into account Texture Space properties.
By default, Texture Space corresponds to object bounding box.
You can visualize texture in 3D View, by enabling corresponding option in Viewport Display panel of properties.
This property is automatically enabled, when you use an operator to transform texture space ( Object menu > Transform > Move Texture Space or Scale Texture Space).
When you transform texture space, Auto Texture Space option in Texture Space panel of Mesh properties is disabled ; and values relative to location and/or size of texture space have changed.
That and Texture Mesh setting are the only ways to modify Texture Space.
In shader editor, Texture Coordinates generated from Texture Space can be modified.
You just need to connect Generated output of Texture Coordinates node to vector nodes like Mapping node or Vector Math node. But it is a modification of outputs of Texture Space, not a modification of Texture Space.
Object Field in Texture Coordinates node is only used when Object coordinates are used.
Object Coordinates are applying same size for texture whatever how big the object is, if object scale for all object is 1. But if it is not the case, texture will be scaled like object.
With this mapping, object properties of chosen object are the new referential system of coordinates.
But that does not mean that Texture Space of this object is implied.
This type of mapping is often used with an Empty that has no texture space.
Now, if you want to copy an UVmap, used from one object, to another ; you have to use a Data Transfer modifier or an operator from Object > Link/Transfer Data menu.
Thank you so much for the answer. You seemed to know lots about this functionality and I was wondering if you’re actually the implementor of this in Blender, or an extremely LONGTIME user of Blender.
Can you please post a usable case, where I can see how the texture space is being used by another mesh, please. If possible, use my original file, if it works, for I knew how those elements are setup at the moment and from there I can see changes to learn how the feature works, if the feature is still functioning in Blender 3.4 alpha.
Here is a recap of what I have said in previous post.
Texture Space is not made to be used by another mesh.
It is just the Texture Mesh option that does that.
And it is not useful as it used to be.
I just bended a mesh with modifier in the file. That was the historical use.
But you can directly rely on preservation of modifications of its own texture space.
So, the historical use is obsolete.
The only case where that can help is if modifier has been applied.
In that case, adding a shapekey just to make Texture Mesh option works, can make the option useful.
Under Texture Mesh workspace tab, I pinned a scene that use Texture Mesh.
It looks like there is a bug. 3D View has difficulties to refresh.
You have to disable/enable Auto-Texture.
Although render is fine.
In the first tab, I show how texture space can be modified.
In the second, I show how texture mesh can copy a modified texture space from a similar mesh.
Simply because deformation from modifier will perfectly handle deformation of autotexture space, without the need to use Texture Mesh.
Texture Mesh option use is mainly obsolete. You can do what you want without it, by other means.
That is why I showed examples in the third and fourth tab.