Hi. I am trying to generate a landscape made of paper (with a milimetric grid).
I am using the procedural brick texture in order to achieve the grid look.
I am just “fighting” with the projection type I am getting.
I would like to get a continuous grid and avoid the stretching. I Imagine this could work with a box projection type. Can I decide the projection type with procedural textures.
You could do it with a box projection. Kind of. But I think you would get the same kind of box projection that Keyshot provides - which is most likely not what you want, based on just a few seconds worth of tutorial I looked up. It appears to work similar to Cycles and will distort.
You can’t do projection mapping with procedurals. You would have to do tri-planar mapping. But I’m busy for a few hours. Maybe others will show you how in the mean time.
Actual non stretched can only be achieved with UV unwrapping with seams, then scaling the UV layout to some object based reference coordinate system.
The problem with UV its the time consuming process that will be for the whole assets of rocks I am building. I am following the tutorial from cgboost (flying car animation).
I think so far the box projection is the one that gave me the closest results to the desired outcome.
I still do not understand why I could not achieve the grid come exactly from all the sides in an orthographic manner to the surfaces. I believe the tri planar solution might be it.
Never tried in Blender, but I did in Keyshot and might be the right approach to get the grid projected exactly the same from every plane xy, xz, yz
Not sure if this feature is compatible with Eevee. The animation will be in Eevee (cg boost tutorial).
This is quite close to what I want. The problem is I get the transparency of the sides of each plane …
In a way if I could separate the top plane, side and front without that blend…It will be exactly what I am looking for. The problem is that I am a bit new with nodes and Blender in itself.
I might achieve it after playing a little bit more and getting rid of those undesired nodes.
But it’s your best option, at least with best results.
You might want to check this addon… IIRC, it also produces an unfolded UVmap, that you can use for texturing.
A little messy but it generates a set of 2D coords for each face. It is also pretty much equivalent to the UV process I mentioned earlier, except that in this one set of lines are always horizontal.
I think I might go with the first proposal you did…so far the best I could find. The tri plannar alternatives I found …do not give a good result with the bricks.
I will send to you the result this evening. I did it twice, cause the first time I realized I plug the wrong x y z variables in one of the nodes. The way how the node UI shows made it little bit hard to see where exactly some of the lines were plugged in the screenshot. The result somehow is all black, I also tried the other alternatives suggested by the tri planar methods, but non of them work. One will work with open meshes (like walls) and the other one shows me the blurred translation between faces…which might work with textures, but not with the brick procedural node.
I did find a solution though. I will also post it later. It is basically to UV map ,as some other users suggested previously in this post and I thought was too time consuming. It was really easy, just unwrap the mesh without any previous work and then use the brick node. It works perfect.
I will post the link later, It might help other users.
The reason is, and this should happen in keyshot too by the little I saw on it, triplanar is great for quick mapping as long as you can live with some distortions where the face is not exactly coplane with one of the cardinal planes. A box would be perfect, but once you start dragging an edge, the projection will remain until a certain threshold is met and another plane or projection kicks in. For a lot of texture work, this stretching isn’t really much of a concern. For millimeter paper, it would.
So the UV’ing or paper unfold method Secrop suggested (I had completely forgotten about that one), sounds like the only plan to get consistently sized millimeter grid on a paper.
You can use triplanar with brick generator, but obviously you will have to use minimum three generators. You could rotate the origin of the mesh to best look for the scene. But you can’t eliminate distortions.