Controlling Texture Projection cut-off angle on a mesh?
I'm doing some texture projection onto a loose matte-painting model I've made, and I'm noticing that there seems to be a cutoff to the projection texture according to the facing angle of the geometry relative to the projection camera, as seen in this picture:
I assume this is to prevent texture smearing, but is there a way to control this value so I can have the textures project all the way even at very shallow angles?
Thanks!
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