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Question by gonzalitosk8 · Jan 15, 2020 at 07:27 PM · errorprocedural meshuv mappingstretching

uv map problems

Hello community! I need help with this problem. I am making a procedural mesh system. I'm having an error with uv mapping. the texture is well placed, but there are times that it stretches too much in certain positions, mostly in diagonals between nodes. I leave some pictures of how it looks, and the code to analyze it!

alt text alt text

Thanks a lot!

 Vector2[] uvs = new Vector2[SelectedMesh.verts.Count];
  for (int i = 0; i < uvs.Length; i++){
      
   Vector3 heading = new Vector3(SelectedMesh.verts[i].x, 1, SelectedMesh.verts[i].z);
  Vector3 direction = heading / heading.magnitude;
      
  uvs[i] = new Vector2(((SelectedMesh.verts[i].x * direction.x) + (SelectedMesh.verts[i].z * direction.z)) / styles.TexScaleX/1.6f, SelectedMesh.verts[i].y / styles.TexScaleY/1.6f);
  uvs[i] = new Vector2(uvs[i].x + SelectedMesh.TexOffsetX,uvs[i].y + SelectedMesh.TexOffsetY);
  }
                      
  SelectedMesh.BuildingMesh.uv = uvs;


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a2.png (453.2 kB)
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