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Thread: How to use a UV coordinate with a procedural

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    How to use a UV coordinate with a procedural

    I'm using some procedurals as nodal displacements. Of course, those procedural have no UV input in the projection list . Now I need those procedurals to follow the river object as if It was in a straight line, using the straight UVmap instead of the distorted path of the river in layout.
    While I know I can use the texture filter or a morph trick, I'm wondering if there is a nodal approach to this. I mean forcing a procedural texture to use the UV coordinate of a mesh rather than the default x/y/z coordinates.
    Especially that DPtextures (windy waves) don't exist in the texture filter list.

    Thank you
    Last edited by marchermitte; 09-07-2020 at 07:58 AM.


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