If I UV Project a UV Sphere, then add any kind of Image Texture (or 2D/3D based procedural texture), and then make the texture smaller, or larger, I notice the texture will start to stretch closer to the edges of the UV Map.
What I mean, is that if you have ever tried to UV texture stars on a sphere, it will always start to stretch somewhere on the sphere, like the equator or the poles for instance. Stars never do this in the real world, stars are randomly spread across the spherical sky.
Back to the topic, how can I make a texture (like stars) repeat without the unnatural stretching effect? There must be a way to do it.
Sorry for not being clear here. What I aim for is this: Stars (or other type of texture) UV mapped to sphere, or procedurally generated → Texture is done in a way so it doesn’t stretch at edges of sphere or any mesh when repeated at the edges.
I am using a UV Sphere as an example, as this stretches the most.
How do you transform the surfice of a sphere onto a flat surfice? A problem thats puzzled map-makers for centuries. Whatever you do theres going to be some distortion.
I’m not sure UV mapping is the best solution. There are options for spherical mapping. In any event, any image texture is going to be distorted prior to applying it to the sphere. One way to create the texture would be to set it up in Blender and do a panoramic render.