Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by rickw · Jul 15, 2013 at 09:00 PM · meshproceduraluvprocedural-terrain

repeating textures on procedurally generated plane mesh

So, I've procedurally generated a mesh.

This is just a plane polygon made up on n faces.

I understand how to uv map a texture onto this shape, but I would like be able repeat the texture rather than stretch the texture.

How do I do this?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
1

Answer by DavidDebnar · Jul 15, 2013 at 09:08 PM

To do this, you'd take the polygon, and use modulo on it. Lets say you have a grid of polygons and you want the texture to repeat on them. You'd run through all the vertices, and assign the modulo of it's position to it's uv.

Pseudo code:

 for(vertex in vertices) {
     vertex.uv.x = vertex.position.x % texture.width;
     vertex.uv.y = vertex.position.y % texture.height;
 }

Pseudo code in action:

 +-----+-----+-----+
 | 0,2 | 1,2 | 2,2 |
 +-----+-----+-----+
 | 0,1 | 1,1 | 2,1 |
 +-----+-----+-----+
 | 0,0 | 1,0 | 2,0 |
 +-----+-----+-----+

Lets say this is a grid of vertices. If we run them through the loop (with 2.0 as width and height), the result will be:

 +-----+-----+-----+
 | 0,0 | 1,0 | 0,0 |
 +-----+-----+-----+
 | 0,1 | 1,1 | 0,1 |
 +-----+-----+-----+
 | 0,0 | 1,0 | 0,0 |
 +-----+-----+-----+

A tiled texture.

--David--

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
1

Answer by Owen-Reynolds · Jul 15, 2013 at 11:17 PM

One way is the same as anything else -- set the tiling in the Material to the number of repeats you want.

Or, when you create the UV coords, multiply them all by the number of tiles you want.

These seem like the same thing, because they are. They both give you DavidDeb's picture#1. FYI, picture#2 tiles them forwards, backwards, forwards... . It's a trick to make non-tiling textures tile (since the right side never touches the left side.)

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

17 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

"Baking" to 2d UV Map? 1 Answer

How do I calculate the UV's for a procedurally generated shape? 2 Answers

Create planar UVs on procedurally generated mesh 1 Answer

How do I go about texturing a flat-shaded generated mesh? 1 Answer

Applying UV to plane mesh is pixel imperfect. 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges