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.
Read the full documentation
Objects using the same material will have the same texture scale.
Aspect ratio will be preserved and an optional parameter can compensate unapplied scale transformations.
Keeps the texture fixed to the object surface even if the rig modifier is not in the right order in the modifier’s stack.
Simple Deform Twist modifier example
Objects modified with Geometry Nodes setups will also keep their texture mapping correctly. Custom Bend Geometry Nodes setup example:
Documentation and support with a dedicated Discord Server
Author and Material Artist: Sanctus