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The first formula you mentioned is not suitable for the result you want to achieve. I suggest the following formula instead: float3 n = abs(input.normal.xyz); float2 tileUV = float2(dot(n, input.pos3D.zxx), dot(-n, input.pos3D.yzy)); The n vector basically selects the side of the cube, as exactly one coordinate is 1, the others are ...


I will assume that you have a function f such that the surface is defined by f(x,y,z)==0. Right now, all you have is the function f itself, and so with no further information, it is impossible to know when to subdivide. It is always possible for the surface to do what you describe, i.e. the function f can have arbitrarily thin "fins" which can require you do ...

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