I am working on building a material library with standard materials for the projects I typically work on, and am running into a problem with a procedural texture for a brushed aluminum effect. In the procedural map, I have reduced to tiling of the X and Y coordinates to create the streaked brush effect, and it works fine on the side view of an object. The top portion shows a non-uniform scale (like it’s stretching to fit the physical dimensions), and I can’t seem to fix it.
I’ve tried switching between real-world map size, UV Map (box with equal X, Y, and Z dimensions), and even UV Unwrapping, but nothing seems to change the pattern on the top surface. I have made sure that there is only one material on the object and that all polys are set to material ID 1. I’ve even taken the top poly, selected it, added a planar UV Map, and tried every combination I can think of within the UV Map settings, but get no change.
Within the map itself, I have tried switching between Object XYZ, World XYZ, Explicit Map Channel, and even Vertex Color Channel. While I can get a little variation (between Object and Explicit Map), it’s still nowhere near close to what I need. I took the procedural map and cranked it up for better visibility of the problem… it’s driving me nuts, any ideas on how to resolve this?