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Poser 12 F.A.Q (Last Updated: 2024 Nov 29 11:16 am)



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Subject: Rotating a tile texture


DocMatter ( ) posted Sun, 31 October 2021 at 8:58 PM · edited Sat, 30 November 2024 at 12:34 AM

I'm applying a Superfly tile texture to the floor of the Secret Agent office scene that comes with Poser 12 and have run into a slight problem.  Since the building is slightly angled, the tiles on the floor are at an angle to the hallway.  is there a way to rotate the tile texture a few degrees so it will match up with the angled hall?  I've looked through the nodes and can't seem to find anything having to do with rotating the coordinates.


HartyBart ( ) posted Sun, 31 October 2021 at 11:54 PM

A quick search brings a few possibilities:

"I rotate it in a photo editor such as Photoshop"

"You can rotate the texture in Poser by swapping the U and V" on the material. But that means 90 degrees each time.

The Poser Forum at Daz has a 2013 "Rotate texture map, how to" thread with lots of details and a node screenshot for doing this:

"You can get the U, V values from the Variable 'brick' which you could transform using basic trigonometric functions - for a rotation angle A you'd replace u with U * Cosine A + V * sine A."

Looks like you could get a precise angle with that Poser node setup.



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hborre ( ) posted Mon, 01 November 2021 at 1:00 PM

The only place where you can exact that amount of rotation is with the Texture Coordinate and Mapping nodes in Cycles.  Any other way will take a considerable number of arithmetic nodes to calculate the degrees incrementally.  


DocMatter ( ) posted Mon, 01 November 2021 at 3:08 PM · edited Wed, 17 November 2021 at 10:22 AM

I've played around with the cycles a little bit, but have little to no real experience using them.  

Here's an image of the scene I'm talking about and a screenshot of the tile shader for the floor.  (It's a VinceBagna texture.)

Any initial help would be greatly appreciated.

13JlSIgFyZQU8kybbgVuhLHfZsYObmIyqV9KO49l.jpgheZ29nH62VkxJ4WsIfCKkp9vcyJhDOcdPNONShDI.png


Afrodite-Ohki ( ) posted Mon, 01 November 2021 at 5:27 PM

If you wish to rotate in 90º, you can just switch the Texture Coords in the Image Map node from UV to VU.

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DocMatter ( ) posted Mon, 01 November 2021 at 8:16 PM

I wish that'd do it, but I think it needs more of a 30 degree rotation to match up where I want it.  I tried inserting some vector mapping nodes between the tile nodes and the output and then played with the rotation value, but nothing happened.



Countach ( ) posted Tue, 02 November 2021 at 5:01 AM · edited Wed, 17 November 2021 at 10:22 AM

I may have an answer for you. With a little bit of playing this is what I got.PsWalQIkzf5zk6vSSEdnumTH2lm34TsbraUPD21a.jpg


Countach ( ) posted Tue, 02 November 2021 at 5:06 AM · edited Wed, 17 November 2021 at 10:22 AM

This is the node set up I used.  I used the Tile 012 texture from AmbeintCG.com for the floor.qvJqAevTBgC3YpFikKSXGaDnP96SeSAri57jc7Vd.jpg

It seems to me that 360° of rotation of the Z value equals 2π (6.283185), thus 180° of equals π (3.14159) and so 90° of rotation equals ½π (1.570796). If so, then all other measures of rotation would therefore be in accordance. Any one feel free to let me know if I have this wrong.


NikKelly ( ) posted Mon, 13 December 2021 at 8:07 PM

Wow.

FWIW, free 'Irfan View' has option to rotate image by arbitrary angle, plus or minus. Okay, the image goes skew into rectangular frame, so you must tweak and crop, but...


Bastep ( ) posted Wed, 15 December 2021 at 3:04 AM · edited Wed, 15 December 2021 at 3:04 AM

Countach posted at 5:06 AM Tue, 2 November 2021 - #4429763

This is the node set up I used.  I used the Tile 012 texture from AmbeintCG.com for the floor.

It seems to me that 360° of rotation of the Z value equals 2π (6.283185), thus 180° of equals π (3.14159) and so 90° of rotation equals ½π (1.570796). If so, then all other measures of rotation would therefore be in accordance. Any one feel free to let me know if I have this wrong.

For the friends of the 360 degree angle: With the Cycles Math Node you can use normal degree angles instead of radians.
The whole thing would look like this:Sa8Y7dR5PPuj4dM8y6u4uh2AESIYG2BDI9xX9zle.png



RedPhantom ( ) posted Wed, 15 December 2021 at 7:34 AM
Site Admin
Bastep posted at 3:04 AM Wed, 15 December 2021 - #4431865

Countach posted at 5:06 AM Tue, 2 November 2021 - #4429763

This is the node set up I used.  I used the Tile 012 texture from AmbeintCG.com for the floor.

It seems to me that 360° of rotation of the Z value equals 2π (6.283185), thus 180° of equals π (3.14159) and so 90° of rotation equals ½π (1.570796). If so, then all other measures of rotation would therefore be in accordance. Any one feel free to let me know if I have this wrong.

For the friends of the 360 degree angle: With the Cycles Math Node you can use normal degree angles instead of radians.
The whole thing would look like this:

Thanks for posting this. Having to do the conversion by hand (okay calculator) always seemed to lose something. Probably because it had to still pass through my head.


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