Request for math for floating UV inside an object

2020-08-14_marble
does anyone know how to make a UV float around (translate rotate,2 sided) inside an object? sort of like a glass marble, but if the wavy things inside were flat? but in local space so the marble can still roll?

or is it cheaper to just make a render target with a 2nd camera of what would be inside and use that image on a screenspace UV on a sphere? but then that would be harder to figure out where the camera would point if the marble rolled.

Get on the discord and do a search for Luos - Yoeri Vleer who made this, I am sure he can help - https://i.gyazo.com/378f5ab851396c0f7cb5f80c6ebb41d4.gif

Hey,

a solution could be, to do the transformation before the uv mapping. You would need recalculated the uvs for every frame in your engine.

@Luos_83 , any ideas?

i guess a good concept would be like, how would you make like a dragonball without bump offset, or extra meshes or, planes inside a ball


it’s more of a math excercise than anything i guess. maybe useful for VR?

I think i was able to do this, but it was screenspace projection and scaled on object size, it just didn’t roll when the ball rolled around

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I see…I had problems with the offset between the object pos and the screes pace pos, so I was not able to sync those both positions. Do you had any similar issues?

There’s a built-in material function for this: VirtualPlaneCoordinates. Also an ObjectAlignedVirtualPlaneCoordinates variant that might be what you need instead.


By default it gives you UVs that extend infinitely in every direction along the plane, hence the Saturate (clamp 0-1) node before the texture sampler.

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oh wow that’s awesome,
never seen this before, now to figure out how to rotate it

Change the value you feed into “Plane Normal Axis” to the direction you want.

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