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# need to make a texture wobble slowly in material editor, how?

Hello, I need to make a slow wobble motion on a texture inside the material editor how do you approach this?

Ex. Just move a texture like what panner does, but instead of panning just wobble a bit.

Put a sine or “sineRemapped” node between a time node and the panner.
tweak timing speed by multiplying it with a vector, tweak panning speed by changing values on the sine-remapped node or a lerp.

Thanks Luos that helped!

I was wondering if there was a way to make the textures to also rotate slightly instead of just panning left to right, I tried ‘Custom rotator’ with time but that didn’t really work, as i need the effect to be very subtle.

Something like a noise controller would’ve done the trick.

Thanks again.

you can always pan/rotate a noise texture, multiply the red channel with some value and multiply that with the vertexNormalWS to achieve a wobbly/spiky effect

Hi Raildex,

By ‘noise controller’ I was using 3d app terminology sorry if that confused things.

I don’t want deformations on mesh, here’s what i’m trying to achieve:

A light function that fakes projection of tree shadows on the ground, but i need them to move. Here’s a quick video i made regarding the motion i am trying to achieve inside UE.
Sample gif below:

As you can see the panning happens randomly on horizontal and vertical axis. ‘Sine’ somewhat got me quarter to halfway there, i just need to introduce randomness to the motion.

Thanks guys!

Trying to understand it, here’s my setup so far, regardless of what i do with the values, the tree keeps moving only horizontally back and forth only in that direction.

I currently am not at my pc but do this:

Create two sine nodes and put time into it as usual.
Multiply one of the sines with a value < 1 ( < 0.1 should be good)
you should also multiply one of the time nodes with some value to increase/decrease the frequency.

Now take both values and Append them (it becomes a 2D Vector).

€dit:

You can also try this:

Use a noise Texture and pann/rotate whatever way you want.
Now put the (red channel) noise texture into alpha of a LinearInterpolate and use A as -.02 and B as .02