Basically my task is to generate Color Ramp over 3D model. My confusion is in term of 3D Texture Coordinate that does not rotate and also if I were to use MODULO, the modulation stays under 1 Blender Texture Coordinate Unit. Instead of nicely scaling.

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    $\begingroup$ If what you want is to scale the coordinates to a value between 0.0 through 1.0, try using Generated coordniates instead of Object, and drop the Modulo node. You may want to look at Manipulate texture coordinates like a boss by Bartek Skorupa. I'd also recommend reading, or at least skimming, Modular arithmetic on Wikipedia, as it seems you're confused about what Modulo actually does. This article talks about modulo for integers, but it can easily be extended to real numbers. $\endgroup$
    – user27640
    Mar 8, 2017 at 0:43

1 Answer 1


I would use Object only if you have a good understanding of the applied scale of your mesh, and agree with the comment that for ease you can use Generated.

I believe that Modulo does not really help here (for your understanding's sake), as you are trying to segment the 0 TO 1 mapping that you are trying to achieve (You need to know how this works first).

When you take your Geometry, and get a mesh specific 0 (Lowest) & 1 (Highest), you want to keep that map, not destroy it with Modulo (Yet).

So for my first example I want to show you what that means to change it to an Add calculation instead, so you see what happens from 0 To 1.


Next You want to be sure when you introduce your Texture mapping node, that it connects to the vector inputs of all that would be affected by the rotation.


Now if you want to scale in a repeating striped way you could do this, and have the best of both worlds:


Just play with the B/W color ramp & the Brick Texture scale factor for preference, Or re-introduce your Modulo as you see fit (Now that you understand how the Texture Mapping is working).


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