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Is it possible to have the UV stretch automatically with mesh change in Blender?
We have a mesh, it is textured with the texture of paving slabs, we need to make many copies of this mesh and each copy must have its own unique dimensions, having made these unique dimensions, each copy needs to change the UV mesh so that the texture fits again as it should and I wondered if there way to automate the UV meshing process?
That is, I change the size of the mesh, and the program, based on the size of the UV and comparing them with the original size of the mesh and the new ones, adjusts the UV and ... this is how I imagine this business at the program level and therefore I believe that there should be such a function or maybe as an addition (plugin) is there such a function from Blender-lovers?
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Generate texture coordinates directly in the shader, tied to the position of the texel in space.
In the mapping node, adjust the size and position of the tiles.
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