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Question by leandroreschke · Oct 14, 2016 at 03:17 AM · shadermeshheightmap

HeightMap Problem in my mesh

I dont know what is going on, my heightmap value strech in a custom mesh, but its fine with primitives from unity(Sorry bad english)alt text alt text

CUSTOM MESH and PRIMITIVE MESH!! as u can see, in my custom mesh heightmap goes to left and right, on primitive it goes correctly forward and backward.

custommeshheightmap100.png (439.2 kB)
primitiveheightmap100.png (513.4 kB)
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avatar image Cherno · Oct 14, 2016 at 09:20 AM 1
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Your custom mesh probably differs from the Unity primitive. $$anonymous$$aybe the vertex count is different, or the way the triangles are set up.

avatar image leandroreschke Cherno · Oct 15, 2016 at 01:56 AM 0
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i've done some tests, and it's something about my normals, set it to 90 degrees manually and for the cube it worked, but i think it's not the right way to do it

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Answer by b1gry4n · Oct 15, 2016 at 02:42 AM

if your custom mesh is stretching/distorting a texture, your UVs are not set up correctly. UVs are a value between 0.0 and 1.0. iterating through your vertices, the uv is:

Vector2(currentX/totalX, currentY/totalY).

If normals are really causing issues, after you create the mesh:

mesh.RecalculateNormals();

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