Cycles box mapping not working with rotated texture coordinates #44014
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Reference: blender/blender#44014
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System Information
ubuntu 14.04, 630GT, 4930k
Blender Version
Broken: 2.74
Short description of error
box mapping doesn't work with object mapping (object) if the object is rotated (only 1 side is properly projected)
Exact steps for others to reproduce the error
Changed status to: 'Open'
Added subscriber: @nudelZ
#73574 was marked as duplicate of this issue
#61510 was marked as duplicate of this issue
#53883 was marked as duplicate of this issue
#46829 was marked as duplicate of this issue
hm :)
objectmappingbug.blend
Will investigate.
Added subscriber: @efimpetelin
Blender 2.74: the error is still here Oo
Added subscriber: @gandalf3
cycles object mapping (with object) + box mapping + rotation doesn't workto Cycles box mapping not working with rotated texture coordinatesAdded subscribers: @VilemDuha, @brecht
Added subscriber: @Rawalanche
Added subscriber: @Kirill-Volynkin
Any news on this? It makes procedural texturing very difficult.
Added subscriber: @MarcelLegindi
Added subscriber: @Fallirini
Hello,
are there any news considering this problem?
Added subscriber: @Tilation
I hope we can get an update soon.
Added subscribers: @NahuelBelich, @mano-wii
Added subscriber: @CarlG
A temporary solution that I have used in the past that may apply in some cases is to rotate the object coordinate itself. Not using the nodes, but rotating with the origins option enabled in the viewport top right dropdown. This works fine unless you need to have some coordinate orientation set - either for local adjustments or for modifiers that act on an axis.
Added subscriber: @xdanic
Added subscriber: @Loxioss
Added subscriber: @ChristophWerner
The problem is still exisiting in Blender 2.92.
I needed this function already several times.
An example for a use case is to set equal texture coordinates for dozens of different sized objects by using an empty object for example.
Is this problem really that hard to fix?
Here's an example file. Click on play to see the effect. What I expect is no stretching in the texture. Or is this a different bug I'm pointing to?
texturecoordinates_bug01.blend
8 years... broken from blender 2.74..blender 3.5 is
on the wayout.. 💔Ey another bump, I was just about do a bug report about this but finding an EIGHT year old unresolved bug about this was quite strange. Not being able to rotate textures the way you'd expect when using box mapping is a quite annoying and makes the feature almost useless since you don't really have any control over it, so please have a look at it :)
Attached a couple of screenshots showing how it looks when you rotate the texture 90 degrees in two axis, sort of looks like the inside of the black hole in Interstellar.
@brecht Unfortunately confirmed in Blender 3.6 Beta and in 4.0 Alpha.
It's been a problem ever since the Box mapping has been introduced. It never worked. :(
Atm., it uses the object space normals internally, when the input vector is rotated, the normals would need to be adjusted accordingly (but without knowing what we actually used as input vector, tihs is hairy if not impossible).
What I think might work is adding a
Normal
input for theImage Texture
node (in case Box mapping is used) that would let you modify the used normal in a way that corresponds to the used vector. If nothing is connected here, it could still use the object space normal as it did before.@brecht : does that sound like a plan?
This sounds like bad solution since it:
A: Offloads the work the program should do internally to the user.
B: Assumes user has knowledge of vector transformation math.
The box mapping can already be built as a custom UV mapping node group, it just requires a lot of knowledge and effort. The Box mapping being part of the texture sampling node is a convenience feature. Offloading this duty onto the user will lead to workflow slow downs, messier, overcomplicated node networks and higher skill ceiling.
It also will not stop bug reports. Most users will not know that the normal input in the texture samplers is mandatory to be used when using the box mapping, so they will still keep reporting broken box mapping.
Normal input has also no place existing in the texture sampler node.
This whole solution significantly increases complexity of texture sampler, will increase skill ceiling of using texture sampler, and will do nearly 0 work in the way of stopping these bug reports.
Let's just do this right, instead of throwing another node input at the user and telling them to do the math themselves. If most other offline renderers offering built in triplanar mapping can do it, there's no reason Cycles shouldn't.
Blender's main issue now in 2023 is worsening UX and no dedicated UX team. Let's not aggravate this problem by introducing brand new features with bad UX.
Tbh I feel like the box mapping is a half baked feature as it is now. For some textures it can work fine as is, but for other stuff you NEED to be able to rotate it. Why not just have that normal input be only visible when box mapping is active which should make it clear when and why you need it? :)
Edit: Come to think about it that won't probably work either when you are rotating it "outside" the node. What we really need is a Triplanar Image Texture node like what Maya or other softwares have.