GreyBeard you are becoming the Blender helper! Good technique. Actually, good and simple. I just avoid using it because you are not rotating the texture space, you are changing the object orientation and it may cause some more troubles when using complex armatures.
Could you explain, in English for non-maths fools (like me), what the heck that grid of x, y’s and z’s is all about?
Biggles this grid allow you to change the texture orientation in relation to the object coordinates. In other words, the object has its own X, Y and Z coordinates. The texture also has its own X, Y and Z coordinates. When you change the buttons in the grid you are altering the relation between the texture coordinates in relation to the object coordintes that are the reference to the texture orientation.
To improve GreyBeard’s option, I will sugest you to do the following:
1 Add an Empty in the center of the object
2 Scale it so the mushroom is inside its bounding box (F7 menu to activate it)
3 In the material menu, in the map imput tab, choose “Object” and fill the blank space with the empty name exactly like it is written.
4 Rotate the Empty until you have the texture the way you want it to be.
To help you when you are rotating the empty you can do this:
And of course, a sample .blend file