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texture rotation vs world orientation

Hello everyone,

I'm trying to build a shader that will rotate my textures based on worldorientation of the model it will be applied to. In other words, I want to be able to rotate my geometry, but keep the direction of my textures the same.

I've been trying to get this to work using UDK's objectorientation node, got 0 results, only to find out that it's output is the model's Z world axis orientation. I got an instant headache reading this, because, ofcourse, for my purposes, I'll only be rotating on said Z axis.

Now, I'm wondering, am I just missing a creative use of a transform node, or am I doomed to use a custom node? Any input would be greatly appreciated.

Thanks in advanced.
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