Someone on our fb group needed a way to rotate a Texture object, while using the regular world aligned texture/normal and that is a hard thing to do…
I decided to recreate these two nodes with additional features, and cleaning up/removing a few features (that nobody seem to use).
Cool node, that wouble better if rotation,size and offset x/y/z were single vector3 isntead of 3 scalars, to reduce clutter in material editor, so it would have 4-5 inputs instead of 11.
I seem to be having some trouble getting the Luos_WorldAlignedNormalAndRotation to work. Adding a rotation value does rotate the maps but my normal maps aren’t getting their vectors updated.
It does sort of work when the mesh and/or the lighting is dynamic, but to actually get this correctly, it would need some weird math/lerp/blending between the normal map’s red and green channel… or was it something with the blue channel.
its 1:30 am and brain is fried.
Please update posts instead of constantly adding new ones and basically hijacking/bumping the thread
Also, a 600mb zipfile? cmon, nobody is gonna download that.
I’ll give the setup a try when I have time, in the meantime please be patient.
Hello
Finally i fount a problem
Abs World Position get polygon rotation from first uv! (i think)
AND
If uv rotation not by positive uv (as it in scene by x y z) its ok, if not - its parallax renders with an issue!
You can try
BUT
My shader has 3 parallax node and become red in shader complexity (((( So i must to forget about this way…
Second
I fount build in unreal world texture coords (forget name) Whats the diffence beetwen yours? Why you created yours? Or it is yours already?
I gave it a try, but the parallax occlusion mat function is such a mess that I dont feel like bothering with it.
As for the function, I did not realize there was one available untill a few months after I made mine.
It works rather identical, though mine is cleaner and especially the normal one has a few instructions less.