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UV Panner

Michael Ballentine 11 years ago updated by Freya Holmér (Developer) 11 years ago 3
I'm in 0.19 right now, downloading 0.25 so this may be deprecated, but..

A more clear way of Panning the UVs with the inputs, it feels very confusing with the way it is currently(1.9). I believe right now the inputs will only do a hard offset when they should be panning with the input values. Unless modifying panning rates can only be done pre-compile, then what I'm saying is irrelevant. 

Keep up the amazing work. SF should be part of the editor.
Right now you control the U and V offsets, with an input for how far along those offsets it should pan. By default, it is offset by time, which is an ever increasing value, in which case the U and V offsets will act like speed controllers. If you have a constant value connected, such as 1, the U and V values will be a static panning, instead of a pan over time.

You can pan textures manually, as panning is essentially just UV coordinates that change over time, which is easily reproduced with the Time node, Add node, and UV coordinate node, where you can have properties for whatever you like, such as speed :)

I'm not sure if I answered your question, or misunderstood it, but, feel free to elaborate!
You did! and I feel stupid because Ive known this but I keep plugging static values in wondering why its not doing what I want. Thanks! "Time" to fix my water shader now :)