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I created a cube with a basic texture on it (first picture). Then, using Geomtry Nodes I created a grid and instanced the cube on the the vertices of the grid, so at the end I have the kind of structure of the second picture. I would like to know if there is a way to texture each of the instanced cubes using geometry nodes so they doesn't seem patched in the grid, instead of just repeating the texture. Thanks!

enter image description here

enter image description here

Artichoke
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    This is a seamless texture. If you somehow offset the mesh UVs, seams will appear. What you want is to break the repeating patterns. See this https://blender.stackexchange.com/questions/8278/unwanted-patterns-in-texture-from-repeated-seamless-image or https://erindale.gumroad.com/l/untiling either way it's best resolved in the shader editor rather in the GN modifier – Gorgious Jul 14 '21 at 12:47

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checkout this shader material:

enter image description here

Geo nodes setup:

enter image description here

result:

enter image description here

enter image description here

Chris
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  • But using that set up I can't use my UV map for the texture – Artichoke Jul 14 '21 at 12:39
  • i agree with Gorgious...check this out: https://blender.stackexchange.com/questions/8278/unwanted-patterns-in-texture-from-repeated-seamless-image – Chris Jul 14 '21 at 12:49