Just a quick question regarding procedural texture node scaling. I have an object without a UV map (this is intentional!) and I’ve set things up so that there is no texture stretching. But, to ensure that there is no stretching, I have to manually do this by changing the Y scale on the “Mapping” node.
I was wondering if there is a node which can automatically provide equal scaling (using a noise node, for example) based more on global coordinates rather than for me to provide manual scaling based on local object coordinates. How do I go about this?
Look at the image for what I mean as an example.
This is the original object that is a curve mesh and it needs to stay that way.
Just for this example I’ve connected a “Checker Texture” node to the “Base Color” input of the material. As you can see, it is stretched on the Y axis.
I then add a “Mapping” node as well as a “Texture Coordinate” node (off image).
I then have to change the “Y” scale on the “Mapping” node so that the checker pattern is more squarish. But if I change the “Scale” value on the “Checker Texture” node, I would have to manually change the “Y” scale on the “Mapping” node again.
So, is there a way of doing this so it is automatic if I change the “Scale” value on the “Checker Texture” node?
Thanks in advance for any feedback.