# Rotate texture at the middle of UV and without tiling distortion (MAX like)

I need texture center to be in the middle of UV coordinates and make this possible (gif video https://i.sstatic.net/XuyuI.jpg) working in blender (gif video https://i.sstatic.net/nVrbT.jpg)

this

to this

File scene with plane and texture packed https://www.mediafire.com/file/e3vm7hn08ajo8ms/Tiling_example.blend/file

## Object coordinate

Object* coordinate has 0 in the middle: Notice how I apply a 50% scale, because Object coordinate goes from -1 to 1, so it's twice as big as UV coordinate going from 0 to 1)

## Offset, then rotate

This is the worst solution. You can subtract .5 from your UV along X and Y, to make the middle have 0, and then add it back after rotating: Notice how you could use simpler nodes instead of Mapping, like Vector Math > Add, but while we're at it...

## Just use "Vector Rotate" node

And precise where is the center - the point around which you rotate:

• Comprehensive! +1 from me.. Not on a plane, OK, but sometimes you need the 'worst' solution, to manipulate a 2D mapped texture? Commented May 8, 2021 at 7:39
• I meant "The worst" for this particular scenario, I have no hatred towards mapping nodes. :) Commented May 8, 2021 at 7:51
• @APEC the m unit is misleading there, the plane size doesn't matter. The UV coordinate starts at 0 and goes to 1. So .5 is in the center. Of course I'm assuming default UV mapping of a plane - you could unwrap your plane like this: i.imgur.com/SAE3w69.png - if you set your texture to Repeat, you will see the wrapping in the middle (A1, A8, H1 and H8 will all touch the middle) and that middle will have coordinates x:0, y:0. Now you can just rotate using Mapping and not offsetting. That's not the way to go about it, just explaining where the 0.5 comes from. Commented May 8, 2021 at 8:15
• Thank you! I understood it and deleted the comment, but thanks again for the explanation!
– APEC
Commented May 8, 2021 at 8:23