Isn’t that the principle of the boolean / substractive operation?
What do you want to say with that?
What I try tomorrow is mapping the other boolean on the base surface exactly like the cube on the top surface, cause I think it uses the mapping coordinates of this booled surface from the other boolean object
I didn’t say that this solution is the only right or the best, that’s why I’ve attached the screeshot above so that you’ll be able to understand how I did this.
you know, this is quite a very very simple situation…what will you do if its much more complicated…“on the eye” is not always possible and no solution of the ground problem for me…
If you will switch from UV → Vector to Generated → Vector in shaders nodes, it’ll solve the problem with adjusting the size, but your other faces of your uv will be looked not so good.
where it intersects the object to be cut CUBE… The texture comes from the face that intersects and of course, it has been applied on a Bool surface so it shows up on CUBE as an Inverted Image…
This was simple…since they are cubes…UV un-wrap using the same METHOD
In this case, since one was using… smart UV I unwrapped both cubes the same just disabled the Boolean temporarily to see faces…
Checked which faces were where and what images…I then moved the displaced face over the face that showed the top of the cube…so it was duplicated on the bottom…and flipped on the x-axis ( again so the “stamped” image wasn’t backward)…
The bottoms are not the same as on the bottom cube still has the piano keys from the original unwrap…but you could do the same thing and copy that UV over the Top UV space and it would be exact…
Then you have tp do as I explained but take the Bottom face of the top box and move it over the location of the image from the small box top face ( remember the UVs are the same so locations and texture will be also…)
Everything is controlled by the bottom face of the displaced box…
See, this is what the top face is BEFORE the BOOLEAN…