Using the Object Mapping, how can I achieve the same result as if I used the UV mapping. (kindly refer to the pic)
I want the wave texture rings to be distorted same as the edge of object.
I want the wave texture rings to be distorted same as the edge of object.
You could use generated coordinates, and modifiers for the distortion:
Modifiers off:
Modifiers on:
generated_distort.blend (108.4 KB)
And how can I get the randomness in distortion, whenever I copy the object?
I am looking to create something like this. Procedural Tree Stump Generation
In that case, I’d go back to UV coordinates and use a geometry nodes setup for the distortion. Any reason why you do not want to use UVs?
I want to use this setup on a cylinder, not on a flat circular plane. If I use UVs on the cylinder then I would certainly get a seam and I don’t want that to happen.
Actually, I am trying to replicate this wooden texture procedurally.
I want to make one cylinder and further want a random object everytime I make a new copy (same as you must have seen in Stump Video)
I think 1 workaround that can be done while using UVs is that I can use an edge wear mask to hide the seams. And already these cylinders have a dark brown outline on the edges. Will, it going to work?
You could try the following:
In the geometry nodes setup, capture the vertex position before the distortion:
Use this attribute in the shader as a coordinate:
generated_distort_geonodes_cylinder.blend (133.7 KB)