How do i make a material with a texture that always remains the same size?

I need to apply this material to a plane.
Where it will rotate and simulate that its firing an arrow in a rotating path.
Then i will scale the plane up and down to hit enemies at different distances.
Though im not being able to keep the arrow at the same size after its rotating.
I need it to stay the same size when the plane its one scales up and down.
That is done with the World Aligned Texture right?
What am i missing?

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You can get the mask working like this

Although you will also need to change the UV scale ( see 200 here ).

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thanks though its not working here:


u sure this is the way to go?

I need it also to rotate.

What is the error?

You basically have to write the function longhand.

You can double click it to see what’s inside.

It uses world position to make the UVs, so you can’t feed a normal UV node in there.

This vid shows you how to do it without the ‘world aligned’ node

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sorry the last post didnt show the error:
here is the error:


Im thinkinh about instead of using world aligned texture. I will just make a math formula that readapts the texture scale everytime i need the plane to change scale…

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Yes, like I said in the post above :slight_smile:

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I watched the tutorial. Though it seems that in my situation it doesnt help much. I’m trying to use formulas, so that i scale the texture according to the scale of my object.
Its a mess, but maybe its the only way

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I just took a look at the vid, it’s not great. He’s gets a bit lost.

The main thing, is to make your own UVs using the world position, and not the usual UV node. Which is what’s happening inside the function anyway. But you only need to do that in one dimension ( no custom UVs or anything ).

Here’s an example on landscape, again, you only need one dimension

I think you might this guy covers a lot of interesting stuff :slight_smile:

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