Animate and deform objects that use procedural materials without mapping issues.
Sanctus Procedural Mapping uses keeps Procedural Materials mapping consistent while animating rigs, using shape keys, modifiers or geometry nodes setups.
It’s the perfect improved replacement of Object and Generated coordinates.
DOCUMENTATION
OPEN DOCUMENTATION
Read the full documentation here
CONSISTENT SCALE ACROSS MULTIPLE OBJECTS
Objects using the same material will have the same texture scale.
PRESERVES ASPECT RATIO
Aspect ratio will be preserved and an optional parameter can compensate unapplied scale transformations.
RIG ANIMATION COMPATIBLE
Keeps the texture fixed to the object surface even if the rig modifier is not in the right order in the modifier’s stack.
GENERATED COORDINATE
Object Coordinate
SANCTUS PROCEDURAL MAPPING
SHAPE KEYS COMPATIBLE
GENERATED COORDINATE
OBJECT COORDINATE
SANCTUS PROCEDURAL MAPPING
MODIFIERS COMPATIBLE
Simple Deform Twist modifier example
GENERATED COORDINATE
OBJECT COORDINATE
SANCTUS PROCEDURAL MAPPING
GEOMETRY NODES COMPATIBLE
Objects modified with Geometry Nodes setups will also keep their texture mapping correctly. Custom Bend Geometry Nodes setup example:
GENERATED COORDINATE
OBJECT COORDINATE
SANCTUS PROCEDURAL MAPPING
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