Hello. I'm working on a rule. But when I started working with 3d terrains instead of 2d terrains, the problem started.I define and extrude the building area on the parcel and make facade definitions. Such as window, entrance, wall, etc.
I didn't use setupProjection because the surface was divided into too many parts when I was doing Texturing on the walls. It was enough to use projectUV(0) because I use seamless textures.But when plots were formed on 3d surfaces, I got help from the Align shapes to terrain process. In this way, my parcels fit perfectly on the land surface. But I need to use the wordupFlatTop command in order for the building to be flat.
The problem started here. The projectUV(0) operation is probably referencing the surface. Even if the building is flat, the textures where the reference is crooked are not compatible with the building.
When I use it as setupProjection(0, scope.xy, 1, 1), it does not give a seamless image because it processes each wall from scratch. But at least it is compatible with the building, not angularly incompatible.
When I use it as setupProjection(0, world.xy, 1, 1) it actually gives exactly the result I want, but a coating problem arises that I don't know why. A flickering image emerges as if the textures are intertwined hundreds of times.
I have attached the sample images below, it will be clearer when you look at it. How can I make a texturing that will be both seamless and properly formed according to the building without considering the angular condition of the terrain? Maybe it's a simple process, but I've been struggling with these for 2-3 days and couldn't find a solution. Could you please help?