Like the man said, adding to the already present Map Input features moving (offset) and scaling (size) of textures the possibility of -rotating- applied textures would open a whole range of possibilities! Especially the Wood and Blend textures would be twenty times more useful than they already are (and I am a fan of both), if they could be rotated to point in different direction. I cannot even begin to imagine the strangeness possible with an -animatable- rotation (I get seasick when imagining spinning Wood textures:D).
On a side-note, the guy in the black T-shirt who keeps reacting to the suggestions, is that the fabled ‘Ton’ fellow??
the textures can be rotated statically (not animated) by selecting all the UVs in the layout and Rotating in the UV/Image Editor. Then in the Map Input select UV and enter the UVTexture name.
simple way to do it: use “Object” as mapping and have the texture projected onto your object by an empty or any other object you want. That way, rotation is not a problem. And it works for procedurals, too…
Good catch, Cubbie! there must be something in the wiki about aniimating textures…yes, its there, just one line…maybe an example is needed…
BeBraw: hate to disagree, but an object with an animated material should animate when input through the RenderLayer node…that is, the colors of the material should animate from frame to frame, when assigned to an object and the texture for that material is tied to an Object…
RogerWicker: I referred to Texture input node. In case of Texture input node you have to render the texture as rotated before using it. That is a bit cumbersome considering the alternative. Sorry for being inaccurate.
whatif you defined the base material with the rotating texture and then used it as a material in the Node as a Active Material Input node? would it rotate still?
es, the geometry node does not have object as a selector…but it does have UV…so the trick is spinning the UV map. but i dont think you can…
Okay, got it, did it, it works. I have to say that is definitely not how I am used to applying materials, but it is very interesting (EDIT: I misunderstood parenting and linking for a sec. That question was removed).
Just out of curiousity, are there particular effects that can be achieved only/mainly through this method, as opposed to simply rotating a texture as some other 3D packages do? It seems a sufficiently unusual feature that it might be there because of some more complicated functions…
Um, maybe a silly question, but can’t you rotate a texture’s mappping, anyway, by using the rotate vector node between a geometry node and a texture node in the node thing, or somewhere in that chain? I thought that worked when I tried it, but I was having so many other problems trying to figure it out that I don’t remember if it worked or if I found out . . . o_o
Star Weaver: I am still keeping my use of nodes at a minimum. My work (moviemaking) requires me to find the shortest distance between A and B, and nodes are very demanding. From what you describe, however, it sounds like it would work like the object-texture linking, so off the bat, I’d say you are right