Basically you need to project the texture in global space, not local space.

The easiest way to do that is to put all the tubes into a group and apply the 
texture projection to the group.  The texture projection will then encompass 
the maximum bounding box of the tubes.

If you need explicit UVs, however, you'll need to take a different approach 
using a little logic in your rendertree to remap the UV coordinate to a 
normalized coordinate space lookup of the noise, then rescale that to account 
for the physical size of the tubes.

It's very doable, you shouldn't need to go to Maya.


Matt



-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Alan Fregtman
Sent: Wednesday, July 25, 2012 2:00 PM
To: XSI Mailing List
Subject: UV relaxing fail / Mapping evenly sized noise along unwrapped tubes of 
varying lengths

Hey guys,

We're doing an asset with a lot of tubes of various lengths. We need noise to 
travel along them. We succeed at unwrapping cylindrically with Best Fit, giving 
us UVs of a vertical rectangle filling the 1,1 space vertically, however...

As-is the UVs cause the noise to warp as the lengths change. We need it to be 
consistent. Ideally, we could relax the UV rectangles proportionally such that 
they get sized down in their UVs so that the noise would map at the same size.

Any ideas? Right now the guy is sending the geo to Maya to accomplish this. :/ 
Cheers,

   -- Alan

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