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Procedural HDA working weird in Unity with interior mapping
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Hi,I'm trying to make a procedural building HDA for my project which I want to apply a interior mapping material(cube map) to its windows, I used the scale of the transform node to control the size of the window but it looks weird when I manipulate its scale on HDA. If I use the scale of the transform component in Unity, it stretches like I want. If the scale on HDA is bigger than 1, all the areas out of 1 * 1 * 1 are distorted. I've tested a lot of time for its uv and normal but none of them seems caused the problem. Is there any way I can make it like the one on the left? Thank you.
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