Circle sector uv mapping!

As you can see this is a circle sector. It contains 7 segments and it is procedurally generated through a script I wrote. For now it is irrelevant, because what matters is how I uv-mapped it. It seems that the mapping is a bit off. Every line (black line) has two vertices. The outer and the inner (the circle middle), which means that every vertice has its own uv-coordinate. Now what is the best way to map the uv so thay I can get a planar texture to curve along the sector.

I hope this image gives more clarifications of how the sector is built and how the vertices are placed.


The black dots are the vertices!

any soul out there? I can further explain if needed.

If you want to provide your texture and how you want it to look that would help, I’m not sure what output you were looking for. For circular mapping sometimes it’s easier just to have the texture itself converted to a circular map and to just map the UV points in a normal way. One of the problems you’ll have is that the texels near the centre will be very compressed and the ones at the outer edge will be stretched.