Animate and deform objects that use procedural materials without mapping issues.

Sanctus Procedural Mapping uses keeps Procedural Materials mapping consistent while animating rigs, using shape keys, modifiers or geometry nodes setups.
It’s the perfect improved replacement of Object and Generated coordinates.

Features:

  • Consistent Scale across multiple objects
  • Preserves Aspect Ratio
  • Rig Animation Compatible
  • Shape Keys Compatible
  • Modifiers Compatible
  • Geometry Nodes Compatible


Consistent Scale across multiple objects

Objects using the same material will have the same scale.
Instead of having to use a separate material copy on each material and manually adjust mapping to get a similar scale, you will automatically have the same exact scale using a single material.


Preserves Aspect Ratio

Applied Scale:

Unapplied Scale:

Aspect ratio will be preserved and an optional parameter can compensate unapplied scale transformations.


Rig Animation Compatible

Correct Modifier’s Stack order:

Generated Coordinate Object Coordinate Sanctus Procedural Mapping

Sanctus Procedural Mapping keeps the texture fixed to the object surface even if the rig modifier is not in the right order in the modifier’s stack

Incorrect Modifier’s Stack order:

Generated Coordinate Object Coordinate Sanctus Procedural Mapping


Shape Keys Compatible

Generated Coordinate Object Coordinate Sanctus Procedural Mapping


Modifiers Compatible

Simple Deform Twist:

Generated Coordinate Object Coordinate Sanctus Procedural Mapping


Geometry Nodes Compatible

Custom Bend Geometry Nodes setup:

Generated Coordinate Object Coordinate Sanctus Procedural Mapping

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