So I'm trying to get my normal to always pan downwards, even when I rotate my mesh.
I already took a look in the effects cave example where you can find rocks with water poring down on them, but I don't understand what they did there
instead of using a texcoord try using the world up vector as coordinates for the panner. To get this take a constant 3 vector (0,0,1) and transform it into world coordinate space.
I tried taking (0,0,1) -> Tangent to World -> Mask (RG) -> Panner (Coordinate input)
It's not working. I'm pretty sure I misinterpreted the solution.
Could someone dumb it down a bit more?
for a start - when you mask the RG values of an (0,0,1) vector you end up with (0,0) - which does nothing. Try setting the mask to GB or RB instead?
To debug this you could try just plugging the mask into the emissive of your shader. What you're looking to get as an output of the mask node is a gradient that always points upwards.
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I tried taking (0,0,1) -> Tangent to World -> Mask (RG) -> Panner (Coordinate input)
It's not working. I'm pretty sure I misinterpreted the solution.
Could someone dumb it down a bit more?
for a start - when you mask the RG values of an (0,0,1) vector you end up with (0,0) - which does nothing. Try setting the mask to GB or RB instead?
To debug this you could try just plugging the mask into the emissive of your shader. What you're looking to get as an output of the mask node is a gradient that always points upwards.