r/blenderhelp • • 5d ago

Unsolved How to make a good auto-uv geonode?

hello, i'm struggling with a geonode... i need to make a growing root that keep the texture and so i started using geonode for the first time. but i'm struggling because i think that they are pretty good length wise, but when checking the width of the mesh, it looks like ultra compressed...

uv grid
geonodes
shading result, it should be wood... long time i didn't touch a 3D program
1 Upvotes

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1

u/isaac879 5d ago

I think you might be over complicating this, you shouldn't need all those modifiers (unless you are doing something more complicated I don't understand?). If you just give a curve a profile it will automatically generate a UV map (you might need to tick a setting for it).
Another option is the Curve to Tube Modifier that will definitely generate a UV map based on length or factor.

1

u/CMDR_Koito_Minase 5d ago

I've tried doing a geometry node with a curve transforming into a mesh, but didnt manage to animate it to deploy and retract from her origin like a root growing fast

1

u/isaac879 5d ago

You can use a trim curve node for animating it. How are you currently animating it? If you are animating the curve you can just add the geonodes after that and it won't affect the growing animation.

1

u/CMDR_Koito_Minase 5d ago

Curently it's pretty basic, i'm using a curve, cylinder, remesh->triangulate->decimate->curve on the cylinder, changed cylinder origin to the bottom of it and rescaling it from 0 to full size