Proper UV setup on Parametric Walls?

Hey guys!

What should do to get the materials showing properly on my parametric wall setup as in the cube? (Screw modifier for wall height, solidify modifier for wall thickness).

I know that it probably has to do with the modifier that’s messing up the UV’s.
But I would like to maintain this basic PBR material; setup to texture my walls. But since it’s with mofifieres I can’t seem to do a Cubic UV unwrap.

What should I do to achieve this?

You could make the jump to geonodes for your wall generator. It’s a little fiddly, but you can define UV maps within geonodes.

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I’ll look into that.

I also found this:

But I was kinda hoping to find a way to not alter the standard PBR node setup :pensive:

You can just use object space coordinates scaled by Vector Math set to scale and the texture node set to box projection mode:

Just connect that scale node as Vector input for all your PBR textures and set all your PBR textures to Box projection.

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Thanx I’ll try this later