In Cycles have a model of a big piece of rock. The layered rock strata texture is a 3D procedural running right thru the rock using ‘Object’ Texture Coord node.
At mesh level I then chop the rock up into smaller pieces, and each piece keeps it’s continuous rock strata texture so that if you put them back together the texture would match up across them all.
Now I want to used Rigid physics to drop all the pieces onto the ground… BUT to do that you need to set each piece’s centre point to its centre of mass. This then upsets the flow of the texture, but if you don’t do it, the pieces of rock do not tumble correctly.
So, is there a way to do what I want;
keep the texture in its original place despite relocating centre points,
keeping the centre points where they are, but getting physics to recognise centre of mass in some other way?
I could bake the textures, but I want it keep it resolution-free!