Modes & Use Cases

Shader Modes

  • Texture: Regular projection (final look)

  • Both: Texture + UV overlay (excellent for debugging alignment)

  • Debug: UVs only (diagnostics)

Start with Both to visualize how UVs flow over the hex grid, then switch to Texture for production.

Ratio Modes (UV Scale Behavior)

  • Standard: UVs remain consistent regardless of mesh scale (ideal for meshes with stable UV maps).

  • Auto: UVs adapt proportionally to object size (uniform scaling maintains perceived texture density).

  • Free: UVs scale by world size (great for procedural or frequently re-scaled geometry).

Triplanar Projection

For jagged UVs or complex surfaces (cliffs, rocks), Triplanar blends projections along primary axes to reduce stretching and seams. Controls:

  • Horizontal / Vertical / Depth: fine-tune per-axis contribution (also helpful for quick color balancing during look-dev).

Sphere (Spherical) Projection

For spherical/ellipsoid forms, Sphere mode derives UVs suited to round geometry and mitigates polar seams. Controls:

  • Side Line / Side Smoothness: Equatorial band width and softness

  • Polar Point / Polar Smoothness: Polar radius and blend strength

Use Cases

  • AI textures: Typically non-seamless; increase Rotate/Zoom moderately and a bit more Focus.

  • Scanned photos: If patterns repeat obviously, raise Rotate, keep Tiling reasonable. Consider Triplanar.

  • Stylized paint: Avoid excessive Zoom if it distorts brushwork.

Last updated