Yellow-Dog-Man / Resonite-Issues

Issue repository for Resonite.
https://resonite.com
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Generate UVs on BevelBox mesh #1328

Open Stellanora64 opened 8 months ago

Stellanora64 commented 8 months ago

Describe the bug?

When a material is applied with textures, they do not appear on a procedural bevel box mesh.

Scaling UVs to size has no effect.

To Reproduce

Apply a material with a texture on a bevel box mesh.

There is also an example here: resrec:///U-Crusher/R-2D77E270D4AD5F64B92D15A15FCA0E74CD8B628765C2902F8DEF2E7B8A942A6A

Expected behavior

The texture should be applied to the bevel box mesh correctly.

Screenshots

The top mesh is just a box mesh, the bottom one is a bevel box mesh with the same material: image

Resonite Version Number

Beta 2024.2.5.848

What Platforms does this occur on?

Windows

What headset if any do you use?

Desktop, HP reverb G2 (although, headset doesn't affect this issue)

Log Files

DESKTOP-F65B6FQ - 2024.2.5.848 - 2024-02-11 11_01_54.log

Additional Context

No response

Reporters

Stellanora

amplified1 commented 8 months ago

The bevel box has lacked proper UV mapping for as long as I have played (~3 years). would be nice to see this fixed. Probably also worth mentioning it is the same for icosphere, camera frustum, bevelplane, bevelstripe, and multibevelstripe. But bevelbox is the only one that has an input for uv settings and still lacks functional UVs. As a temporary workaround you can use an object-space triplanar material. which maps a texture onto an object regardless of UVs.

Frooxius commented 8 months ago

This isn't a bug specifically - the BevelBox mesh just doesn't support generating UV's.

This could be added as a feature. The main issue here is that there's multiple ways to actually handle UV's for this. The best would likely just be box projection, since it's close enough to ideal box.

amplified1 commented 8 months ago

This isn't a bug specifically - the BevelBox mesh just doesn't support generating UV's.

This could be added as a feature. The main issue here is that there's multiple ways to actually handle UV's for this. The best would likely just be box projection, since it's close enough to ideal box.

Just out of curiosity, the component has UV inputs because it was copied from the normal box mesh, correct?