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    <title>topic Re: How to rotate UV projection with matrix in Arnold for Houdini Forum</title>
    <link>https://forums.autodesk.com/t5/arnold-for-houdini-forum/how-to-rotate-uv-projection-with-matrix/m-p/11038528#M4701</link>
    <description>&lt;P&gt;Hi. Thanks for that. Crickey, the Maya equivilant is just a 3d texture I can translate and rotate in the 3d viewport to line it up.  I will give it a go but i suspect it is not going to be very easy to line it up in htoa.  It feels this workflow needs to be simplified.  Have a good one.  Best mark&lt;/P&gt;</description>
    <pubDate>Tue, 02 Jul 2019 21:13:53 GMT</pubDate>
    <dc:creator>MarkWallman_</dc:creator>
    <dc:date>2019-07-02T21:13:53Z</dc:date>
    <item>
      <title>How to rotate UV projection with matrix</title>
      <link>https://forums.autodesk.com/t5/arnold-for-houdini-forum/how-to-rotate-uv-projection-with-matrix/m-p/11038526#M4699</link>
      <description>&lt;P&gt;Hi, I am trying to project an image taken from a chrome ball onto geo to turn it into a mesh light.  I have read the docs but do not understand how to rotate the ball by degrees in the projection of X, Y and Z to line the image up with the geo  Which values are which in the matrix shown in the docs?  &lt;A href="https://docs.arnoldrenderer.com/display/A5AFHUG/UV+Projection"&gt;https://docs.arnoldrenderer.com/display/A5AFHUG/UV+Projection&lt;/A&gt;  Any help would be great.&lt;/P&gt;</description>
      <pubDate>Tue, 02 Jul 2019 17:24:29 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/arnold-for-houdini-forum/how-to-rotate-uv-projection-with-matrix/m-p/11038526#M4699</guid>
      <dc:creator>MarkWallman_</dc:creator>
      <dc:date>2019-07-02T17:24:29Z</dc:date>
    </item>
    <item>
      <title>Re: How to rotate UV projection with matrix</title>
      <link>https://forums.autodesk.com/t5/arnold-for-houdini-forum/how-to-rotate-uv-projection-with-matrix/m-p/11038527#M4700</link>
      <description>&lt;P&gt;The Arnold and OSL matrix is a 4x4 matrix.&lt;/P&gt;&lt;P&gt;You read it like a book, from left to right.&lt;BR /&gt;You can interpritate it as 4 vec4 structs.&lt;BR /&gt;&lt;BR /&gt;RGBA&lt;BR /&gt;RGBA&lt;BR /&gt;RGBA&lt;BR /&gt;RGBA&lt;BR /&gt;&lt;BR /&gt;Although they are infact just floats all together sitting on a string.&lt;/P&gt;&lt;P&gt;If you read downwards its&lt;BR /&gt;X&lt;BR /&gt;Y&lt;BR /&gt;Z&lt;BR /&gt;W&lt;BR /&gt;&lt;BR /&gt;So typical rotation would look something like...&lt;/P&gt;&lt;P&gt;matrix ( cos(a), sin(a), 0, 0, &lt;/P&gt;&lt;P&gt;             -sin(a), cos(a), 0 ,0,&lt;/P&gt;&lt;P&gt;             0,0,0,0,&lt;/P&gt;&lt;P&gt;0,0,0,0);&lt;/P&gt;&lt;P&gt;So you just fill in the 2 first slots in the first to lines so to speak.&lt;/P&gt;&lt;P&gt;And you use the 2 math nodes cos and sin for the float value you are going to use as the driver for spinning it around on the U and V space. Dont forget to add a negative node for the second sin function.&lt;/P&gt;&lt;P&gt;With cos and sin you level out the fact that we sample a point on a circle which has exponential factors attached to it as we get closer to either 0 or 1 on both axis. And so the result will then be that if you pipe a linear increasing float value through "a" the rotation will be steady and linear.&lt;BR /&gt;Now you can spin it around any axis you want.&lt;/P&gt;</description>
      <pubDate>Tue, 02 Jul 2019 21:00:12 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/arnold-for-houdini-forum/how-to-rotate-uv-projection-with-matrix/m-p/11038527#M4700</guid>
      <dc:creator>madsd</dc:creator>
      <dc:date>2019-07-02T21:00:12Z</dc:date>
    </item>
    <item>
      <title>Re: How to rotate UV projection with matrix</title>
      <link>https://forums.autodesk.com/t5/arnold-for-houdini-forum/how-to-rotate-uv-projection-with-matrix/m-p/11038528#M4701</link>
      <description>&lt;P&gt;Hi. Thanks for that. Crickey, the Maya equivilant is just a 3d texture I can translate and rotate in the 3d viewport to line it up.  I will give it a go but i suspect it is not going to be very easy to line it up in htoa.  It feels this workflow needs to be simplified.  Have a good one.  Best mark&lt;/P&gt;</description>
      <pubDate>Tue, 02 Jul 2019 21:13:53 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/arnold-for-houdini-forum/how-to-rotate-uv-projection-with-matrix/m-p/11038528#M4701</guid>
      <dc:creator>MarkWallman_</dc:creator>
      <dc:date>2019-07-02T21:13:53Z</dc:date>
    </item>
    <item>
      <title>Re: How to rotate UV projection with matrix</title>
      <link>https://forums.autodesk.com/t5/arnold-for-houdini-forum/how-to-rotate-uv-projection-with-matrix/m-p/12397140#M4702</link>
      <description>&lt;P&gt;Just ran into this, so noting it incase anyone else runs into it. You can connect a matrix transform node to a UVproject node in Houdini and it will give you standard transform controls for your projections.&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Thu, 23 Nov 2023 20:49:05 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/arnold-for-houdini-forum/how-to-rotate-uv-projection-with-matrix/m-p/12397140#M4702</guid>
      <dc:creator>apps88EMR</dc:creator>
      <dc:date>2023-11-23T20:49:05Z</dc:date>
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