Make object texture coordinate follow shape

I want to use a procedural wood texture so I don’t get any seams on my object. But I can’t figure out how to make the grains of the wood follow the shape of the object. Right now it behaves as if the shape is carved out of a solid block of wood, but I want it to be more like a piece of wood that was bent. I can get the grain direction I want with UV mapping but then I end up with a seam.
In the image below you can see see the object mapping on the left and UV mapping on the right. Is there anyway to make this happen?


wood texture.blend (1.1 MB)

You could try the Normal output of the tex cord node (changing the scale a bit).

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Hi there,

Just my two cents. Depending on what this is (a branch or a cutout shape), the texture of the wood may go in a different direction, or may not even need to follow its shape, especially if the shape is cut from, say, a big trunk.

So, also consider, how this would be made and look in real life, and set the texture accordingly :blush:

Happy blending,
Cheers!

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Hi this is the piece I’m trying to replicate

@DNorman The normal is definitely better! Fiddling with the scale seems essential. Not sure I have it right yet but will keep working on it

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Looks nice! I guess they bend the wood under steam in these cases :blush:

Good luck with the project! :blush:

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Yeah, learning the production process can be key to correct texturing and also shading.

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