I’ve found myself a bit stumped with this one, so any input would be much appreciated!
In UE4’s material editor, I have a basic sine pattern that I’m using to deform a sphere along its vertex normals (I’ve included an image of my network below). I would like to mask out the z movement so that the sphere only distorts on the local x and y axis of the mesh, retaining it’s shape, no matter how you rotate it. I’ve tried (afaik) every TransformVector combination that I thought would do the trick, but to no avail. What would a material network look like that solves for this issue?
Thanks in advance!