I have a mesh that I have used vertex painting in Maya to color different sections of it. Is it possible to use these vertex colors to automatically rotate / offset the world aligned texture I apply to it?
This is a cabinet door which will require wood grain direction to change on different sections of the mesh.
Hi Clockwork - I was able to find those posts through some google searches before I had made this post but they weren’t quite what I was looking for. It is my understanding these are exposing parameters in a material instance to allow an artist to change the rotation of the xyz projections independently of each other.
I am wanting to apply one material to a mesh and have it rotate based off of the vertex colors I painted on that mesh coming from Maya.
So for example let’s say I paint one section of the mesh black and I want that section to have a rotation of 0 degrees. I paint a different section of the mesh so that the material is now rotated 90 degrees.
Unless there is something I am missing from those two posts that you linked then please do explain!
It would be a lot more efficient to just make sure those UV sets are correctly rotated in your UV map - then the shader doesn’t need to apply some expensive GPU instructions every pixel to rotate them.
You see that you can make your own triplanar material, and it shows how to rotate the UVs.
You can copy the code from the ‘world aligned texture’ node, and the UV rotation code, and add in your own bit so you can decide which part to rotate using the mask.