How can Absolute World Position be used with Texture Coordinate?
I have created a moving lava texture using a Texture Sample with a Texture Coordinate (for tiling) and a Panner plugged in to the UVs of the Texture Sample.
How can I make it so that the moving texture always tiles in world space? The only answer I found was using Absolute World Position as the input to the UVs of the Texture Sample. But I can't find a way to use BOTH the Texture Coordinate and the Absolute World Position.
Perhaps there is a different way of doing this that I'm not aware of.
asked May 23 '16 at 09:29 AM in Using UE4
First of all, you should have mentioned you are distorting your UV's, that would have made things more clear.
You dont need the texture coordinate node with this setup, just change the U and V scalar parameters to a value you want. (change the component mask next to the " Abs. world location node" to RG instead of RB)
but you could basically just multiply the TCoordinate with an absolute world position.
answered May 23 '16 at 11:36 AM
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