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I need texture center to be in the middle of UV coordinates and make this possible (gif video https://imgur.com/j24jLxi) working in blender (gif video https://imgur.com/bZoOVEa)

this

enter image description here

to this

enter image description here

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

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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:

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    $\begingroup$ Comprehensive! +1 from me.. Not on a plane, OK, but sometimes you need the 'worst' solution, to manipulate a 2D mapped texture? $\endgroup$ May 8 at 7:39
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    $\begingroup$ I meant "The worst" for this particular scenario, I have no hatred towards mapping nodes. :) $\endgroup$ May 8 at 7:51
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    $\begingroup$ @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. $\endgroup$ May 8 at 8:15
  • $\begingroup$ Thank you! I understood it and deleted the comment, but thanks again for the explanation! $\endgroup$
    – APEC
    May 8 at 8:23

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