Make procedural texture follow topology/normals

Not sure if this is possible, but I want a procedural texture of bands/streaks to follow the topology of my model.


example of the procedural texture


Node setup for the band/streak texture


How I want the bands/streaks to flow on the model.

I have played around with the vector transform node but honestly I don’t know what I am doing.

I know this can be acheived with an image texture and uv unwrap, but I just want to see if it is possible to achieve with procedural texure.


What I want to do is use the texture to create a bump or displacement similar to the picture above. (image from pixabay)

My model has solidify and subdiv modifiers, which may make this more tricky.
Blue Lotus.blend (4.8 MB)

As far as I know you must use UV coordinates for that (and your modifiers should be applied). Because various petals that are oriented differently will cause generated and object texture coordinates not to work as you intend.
So, I seperated one petal and applied a different material. Here is the file: Blue Lotus1.zip (1.8 MB)

Use Mapping node to rotate texture as you needed. Not sure how to make those lines coming together at the tip though.

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Thanks for the answer, I suppose in that case UV unwrap is better solution.