On the left, I created stripes by cutting the mesh into sections, but I don't really like is the way I had to cut my model to get them. On the right, I tried using nodes but they are a bit unruly. Do you have any advice on how to fix them? Or is hand-painting the texture the way to go? Any tips are appreciated, thanks!
-
$\begingroup$ Hello, what do you mean when you say that you had to cut your model? What don't you like in the result? $\endgroup$moonboots– moonboots2025-09-15 17:53:57 +00:00Commented Sep 15 at 17:53
-
$\begingroup$ What do you consider "unruly"? And how would you like it to be different? There are many ways of doing, but we need to know what you want. $\endgroup$Daniel Möller– Daniel Möller2025-09-15 18:00:50 +00:00Commented Sep 15 at 18:00
-
$\begingroup$ @moonboots its hard to see but i used loop cuts for the pokemart stripes and just selected the faces and colored them. It seems wrong to cut the model too many time just to color it with straight stripes. $\endgroup$The_Arr_Red– The_Arr_Red2025-09-15 18:39:38 +00:00Commented Sep 15 at 18:39
-
$\begingroup$ yes you can use this technic but you could also do it the way you did the brown roof? $\endgroup$moonboots– moonboots2025-09-15 18:43:34 +00:00Commented Sep 15 at 18:43
-
$\begingroup$ @DanielMöller Well, the stripes on the house on the right aren’t straight — they’re bent — and I don’t know how to make them even, even after rotating. On my color ramp, I had to add extra “empty colors” just to get the spacing right. How can I better control both the spacing of the stripes and their straightness? $\endgroup$The_Arr_Red– The_Arr_Red2025-09-15 18:44:08 +00:00Commented Sep 15 at 18:44
1 Answer
In your node network, you should delete the "Mapping" node and use a "Separate XYZ" node. The "Z" output should drive your color ramp:
In this network, the "Z" output produces a number between 0 (bottom of object's bounding box) to 1 (top of object's bounding box) and so should result in perfectly straight stripes:
You can make them even, as I have here, by using "Distribute Stops from Left" in the Color Ramp pulldown:
The problem with your existing node network is that when you use a Vector output directly as a Factor input, it uses the average of the vector's three components as the factor value, which makes no geometric sense at all. That's why you had to use a Mapping node with bizarre settings to make the final results kind of work out right.
-
$\begingroup$ Ohh, thanks! I'm guessing using x and y inputs makes stripes in different directions. Could we expand this to explore more stripe types? 1. Basic Geometric - diagonal, zig-zag, wavy, checkerboard, diamond. 2. Spiraling & Rotational - rainbow swirl, barber pole, vortex, sunburst, arcs. 3. Illusion & Visual - moiré, tie-dye. 4. Organic / Natural - zebra, tiger, other animal-inspired. Some may be complex for nodes, but I'd like to try. I have a hard time locating resources any advice? $\endgroup$The_Arr_Red– The_Arr_Red2025-09-17 13:09:23 +00:00Commented Sep 17 at 13:09




