Rotate CameraVector in material?

Hi, I’m simulating a skybox in a post process using a simple flipped camera vector into a cubemap.

HOWEVER, I’ve been trying for hours to rotate the camera vector around the Z axis with no success (for moving clouds).

Any way I’ve tried to rotate the camera vector based on time ends up with crazy stretched UV’s. Can anyone help me out?

Thanks!

@Juice-Tin Yeah, because you’re not rotating the camera vector, you’re using it as input to the UVs, which will give you crazy UVs :slight_smile:

To get the effect you’re trying to achieve, you could use a panner node. The camera doesn’t need to move, just the material UVs.

You could also put the material on the inside of a ball, make it a BP and rotate that.

It can’t be a panner because it’s simulating the sky. So the player can still look around and stuff and the sky behaves as it should. Only problem is it should also rotate a bit on it’s own.
Can’t be a BP either since it’s 100% done in a post process for something I’m working on.

Edit: Figured out a solution:

https://i.gyazo.com/2ec2a4bca0268ca05076b83e6801c8bc.png