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Texture placement for CAD

CAD parts rarely arrive with texture coordinates. Project knurling, grain, weaves and brushed finishes onto them at a real size and in the right direction — no unwrapping.

Mapping without UVs

Put the texture where the tooling would.

Choose how an image or pattern wraps the part, size it in real units, and adjust it directly on the model until the direction matches the manufacturing process.

Projections that suit the form

Planar for flat panels, box (triplanar) with adjustable blending for blocky housings, cylinder with wrap, diameter and end caps for handles and knobs, and sphere for rounded forms. Box mapping can use a different image, tile and orientation on each axis.

Real size, real direction

Set width and height in scene units or derive them from the image resolution, lock the aspect, then position, rotate, scale and flip. Adjust in Viewport gives you a handle on the part itself.

One placement, many maps

Colour, roughness, bump, opacity, emission and other supported properties can each take a map with its own strength. Give maps the same sync label and they share one source and placement, so a leather grain’s colour, gloss and relief stay registered.

Images and procedural patterns

Use your own image files — including normal maps in either OpenGL or DirectX convention, or a height image with an adjustable multiplier — or start from built-in procedural patterns. These include brushed and radial brushed metal, scratches, leather, weave and mesh, marble, granite, wood, brick, checker, noise, Voronoi and cellular patterns, along with curvature and occlusion for edge wear. Procedural patterns have no resolution to run out of when the camera moves in.

Example: a kitchen appliance control knob

Apply a radial brushed finish to the knob face with planar projection, then a cylinder projection with a knurl image on the grip, sized so the pitch matches the drawing. Link the bump and roughness maps to the same placement and the knurl catches light exactly where it breaks the gloss.

A practical workflow

  1. Choose a projection that follows the part’s dominant shape.
  2. Enter the physical size of the pattern repeat.
  3. Rotate and move it in the viewport until the grain runs the right way.
  4. Add bump and roughness maps under the same sync label to keep everything aligned.

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