Rotating worldposition-objectposition UV's

Hey everyone. I’m having a bit of a problem I could use some help with.
I have made a level from assets from an old game which uses World Position UVs to texture a large portion of the materials. I have basically set up a subtraction of ObjectPosition from WorldSpacePosition, binding the worldpos Uv’s to the model, but when I rotate the model the texture stays in place.
I need to rotate it for AR reasons, but I can’t seem to find a way to do it. There doesn’t seem to be a way to get the models rotation in the material editor, let alone a way to find the difference between the model and the world.
If anyone has any ideas I’d really appreciate it.

I tried to do this for days. Even if you get it right, you have the problem of the normals, which is much worse. Compounded by the fact that the ‘world aligned normal’ node is actually broken ( have you noticed they look inverted sometimes?.. )

I got this in the end ( very good )

If you want the model rotation in the material editor, take a look at ‘object orientation’. But I’m telling your it’s a deep dark hole you will never come back from… :joy:

Strangely enough, I just found a vid that actually describes the correct solution to this. So you can have a go :slight_smile:

I solved this by using a transform node, transforming the space from world to local.

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