# how to rotate a texture along a bezier curve

i have a bezier curve. i used geometry nodes to add an object as it's spline. then i created a material which has a wave texture. i was able to use a capture attribute and send that data to the material in order for the wave texture to follow the curve (by watching a default cube tutorial). but what i am trying to do is rotate the texture 90 degrees.

geometry node setup

which passes the capture attribute as "coord"

and sends it to the material.

• Switch the Wave texture from X to Y ? Or.. take the captured vector parameter, and switch the X and Y components using Separate XYZ and Combine XYZ Nodes Jun 15, 2022 at 16:34
• neither one seemed to work. i feel like i am supposed to take the wave texture and use that to create a new wave texture that is perpendicular to the first one, and then delete or mask the first one. i dunno.
– mark
Jun 15, 2022 at 17:38
• @mark what about adding a mapping node with a texture coordinate into the wave texture vector and changing it to 90 degrees? This might not work since I specifically don't know what is your material/geometry nodes etup. Jun 15, 2022 at 18:15
• Need to see how you're doing this.. all trees.. Jun 15, 2022 at 18:15
• i edited my post to include my node setups
– mark
Jun 15, 2022 at 18:55

You should capture attribute from another curve:

why? can you elaborate?

capture attribute takes information from one point of the node tree and transfer it to the other. Let's take a look at example:

Here you can see a sphere and cube intersecting each other:

Now let's delete cube from the intersection. To get cube faces, we use capture attribute, and mark all cube faces by true:

If we put capture attribute in sphere branch, we delete sphere faces:

Same for your example. Then you put capture attribute from one line, you will get its own spline factor.

• why? can you elaborate?
– mark
Jun 16, 2022 at 0:33
• i'm still curious....
– mark
Jun 19, 2022 at 4:34