Combining Rotations (RotateAboutAxis) for World Position ffset

Holy **** this could be easy. Your explanation really cleared things up.

I had been reading all these posts with crazy things people were doing to create camera facing textures and whatnot and it send me down the hard path. I think part of the problem is I was under the impression view space and screen space were synonymous.

My solution looks to be, absolute world space node to some space. View almost works. I will need to rotate view space coordinates to align with the camera direction vector, not the view vector. Anyhow, feed that into my network that builds the projection and it does what I need.

Thanks a ton :slight_smile: