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I'm trying to create a mesh with a procedural checkerboard shader, but when I scale the mesh, the material scales as well, even when I have Correct Face Attributes applied. Oddly, it seems to work correctly in Edit Mode, but as soon as I jump back to Object Mode, the shatter gets stretched and stays that way.

I have tried scaling the mesh and applying the scale both before and after I assign the material, and assigning the material and then scaling. I have tried both moving a face, and scaling, both in Edit Mode.

What can I do to get the mesh to sale without affecting the material?

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Correct Face Attributes is supposed to work in Edit mode. To do what you want to do, you can choose the Object output of the Texture Coordinate and choose an empty as Object:

enter image description here

It's the empty that is now determining the texture projection, if you move the object, the texture stays still:

enter image description here

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  • $\begingroup$ That worked. Thank you! $\endgroup$
    – FreddieF
    Commented May 1, 2023 at 21:22

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