Search Unity

How to uv map probuilder polyshape mesh ribbons?

Discussion in 'World Building' started by Aurigan, Jan 25, 2021.

  1. Aurigan

    Aurigan

    Joined:
    Jun 30, 2013
    Posts:
    275
    Hi all, I'm using ProBuilder to create polyshapes, extrusion of 3 units, then deleting the top/bottom faces to create mesh ribbons. I'm trying to use this texture (1024x256), tiled around the ribbon:

    upload_2021-1-25_8-52-0.png

    The goal being to create a floating island 'edge'. By default this ends up looking like this:

    upload_2021-1-25_8-55-12.png

    Using tiling in the shader set to .083 / .333 I end up with this:

    upload_2021-1-25_9-11-3.png

    Close ... but the texture isn't continuing face-to-face. Using the Probuilder UV editor I can get faces to connect using auto/group selected face OR by using manual / project as planar but in both cases, the texture is inconsistently stretched like so:

    upload_2021-1-25_9-15-45.png

    ALSO, it's hard to see above but the rendering always seems to include 1px repeat of the texture vertically, zoomed-in view:

    upload_2021-1-25_9-18-19.png

    So - two questions:

    1. Is there a simple set of steps to get probuilder to uv map these ribbons as I'd like them?
    2. How can I remove that 1px texture-repeat artifact? Edit - guess I can at least hide this by using a tiny offset in the shader ... would be nice not to have to!

    Thanks!
     
    Last edited: Jan 25, 2021
  2. Aurigan

    Aurigan

    Joined:
    Jun 30, 2013
    Posts:
    275
    So ... I did end up adding an offset to the shader.

    For the stretching issue ... the only 'solution' I could find was to select a face then control-click the adjacent (this triggers auto-stitching in probuilder, I guess) ... then repeat all around the mesh ribbon.

    Still looking for a way to get PB to do this without the hassle of manually clicking each face!
     
  3. Aurigan

    Aurigan

    Joined:
    Jun 30, 2013
    Posts:
    275
    Bump - still looking for a way to either make UV mapping work as expected for mesh ribbons OR a way to auto-stitch every face on a ribbon without manually selecting every face and control-clicking the next.
     
unityunity