Could ShrinkWrap help simplify texture mapping on NUBRS Polysurface Objects?
There are several Texture Mapping Types: Surface, Cylindrical, Spherical, and Box, which can work very simply and effectively if the object is roughly that shape. But as a simplified example, if a box has fillets on its edges, it no longer works so easily. UV mapping can become quite complex.
If it were possible, this would simplify the process of mapping a continuous, seamless pattern across the entire NURBS Polysurface, particularly for materials with a uniform structure such as dots, flakes, noise, granite etc.
But when I use custom mapping and select the shrinkwrap, either nothing happens at all or I don’t get the result I want.
@UAS-Design I believe you’d still need seams defined in the shrinkwrap mesh. It doesn’t have UVs by default to use it as a custom object. The way something similar is done now is with WCS mapping either box based or spherical and set as a texture setting or you can assign box or sphere primitives in the object’s mapping settings instead. They each have seams though which any shrinkwrap custom object will need as well.
Thank you very much for your reply. I am aware that objects usually require seams and need to be UV-unwrapped if, for example, individual 2D textures are to be painted onto them.
However, there was the question of whether there might be another simple way of doing it? Especially for materials with terrazzo-like patterns, such as composite plastic with inserts, or any other materials with random, uniform noise or flakes - homogeneous materials that extend uniformly in all directions with a repeat, without the texturing being visibly interrupted by fillets? And whether shrink wrap perhaps might help to apply the pattern to the 3D shape, if necessary, with one or a few seams?
I haven’t managed to work out how WCS could help with that.