diff --git a/index.html b/index.html
index 4099790..3070529 100644
--- a/index.html
+++ b/index.html
@@ -32,8 +32,8 @@
CNC Kitchen STL Texturizer
diff --git a/js/mapping.js b/js/mapping.js
index de5b193..f618c7a 100644
--- a/js/mapping.js
+++ b/js/mapping.js
@@ -65,7 +65,7 @@ export function computeUV(pos, normal, mode, settings, bounds) {
const C = TWO_PI * Math.max(r, 1e-6);
const rx = pos.x - center.x;
const ry = pos.y - center.y;
- if (Math.abs(normal.z) > 0.5) {
+ if (Math.abs(normal.z) > 0.7) {
// Cap face — normalise by C so one tile = same world size as on the side
u = rx / C + 0.5;
v = ry / C + 0.5;
diff --git a/js/previewMaterial.js b/js/previewMaterial.js
index 660afdd..58202e8 100644
--- a/js/previewMaterial.js
+++ b/js/previewMaterial.js
@@ -97,7 +97,7 @@ const fragmentShader = /* glsl */`
// fills the diameter × diameter square so the disc looks fully textured.
float r = max(boundsSize.x, boundsSize.y) * 0.5;
float C = TWO_PI * max(r, 1e-4);
- if (abs(vModelNormal.z) > 0.5) {
+ if (abs(vModelNormal.z) > 0.7) {
// Cap face — normalise by C so one tile = same world size as on the side
return sampleMap(vec2(
rel.x / C + 0.5,