I'm trying to map a texture on a cube;
Since my texture is not exactly fitting the correct orientation, I need to rotate it. The results are not as expected.
I'm using the setup shown in the following pictures. I've set the projection mode to Box have the texture visible on all faces. Texture mode is set on Repeat to avoid undesired clamping (default value). What I'm trying to achieve is to have the planks horizontal instead of vertical on the front face (rotate around X axis). The rotation is applied in a Mapping Node.
The face I need is properly rotated, but the others get this blurry effect, which reminds me of the "Clamp" mode in OpenGL. Is this expected behavior ? How to solve this ?
**Additional note (edits) **
Both the cube and the material are simplified versions of the original problem. The meshes I have are more complex, a few thousands faces, and with complex shapes (such as switches or sockets outlets). Very few faces are not aligned with the world axes, and thus they can be ignored. The material needs to be applied on various shapes, so UV map can't be made manually. The purpose of this is to automatically create a diffuse map of each textured item, where every face with a similar direction/normal would have a similar rotation applied.
For simplificity sake, the cube seems to be a good sample