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How to force world orientation to uvs


lacer8

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I can't believe this topic isn't answered a hundred times here, but I promise I searched. Must be using the wrong search criteria, because it seems like it'd be such a common need. Anyway, thank you for your time and any suggestions. 

Here's the issue, I'm making procedural buildings. I want to force the uvs to match their orientation in world space. For example, let's say I have a texture of siding that I want to apply to the walls: 

image.png.6d3376ed4a1c58c486f6c7c533aae717.png
The siding is horizontal in the texture. (this isn't my texture, just a quick internet search). 

The houses that are being generated, can be all different sizes. If the walls are wider than they are tall, then everything is fine. 
image.thumb.png.5557defe67ad917b60a0827885ea956f.png

But if the building gets taller than it is wide, trouble ensues... 
image.thumb.png.cb8c6c7ff19a94346404988c438fbc26.png

Obviously I don't want the siding to change direction with the size of the house. 

I've tried multiple methods to lay these out. I had thought it was working until the houses got thin and tall. This is my 'playground' where I'm testing this problem. 

image.thumb.png.a21393e1049a608ae309c3e5c0b22e63.png

In some ways the most successful but tedious method has been to create a group from each directional face and apply planar uvs to it. 
image.thumb.png.81ffaeed9f96f0db1ba60f6812a821a1.png

I can then lay it out with UV Layout, choosing None for Axis Alignment and it works pretty well - but the setup is tedious and may not work on more difficult shapes. 

image.png.633a79d574260651c11cf6cdd936be26.png

Isn't there some simple mistake I'm making that would make this work easier? 

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