Forum: Poser 12


Subject: Rotating a tile texture

DocMatter opened this issue on Oct 31, 2021 · 11 posts


DocMatter posted Sun, 31 October 2021 at 8:58 PM

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

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.



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

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


Countach posted Tue, 02 November 2021 at 5:06 AM

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.


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

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:



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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