Tonight I was trying to stretch out an Advanced Perlin generator, and could not find a way to scale one axis differently from the other. The two closest approaches were to hook a Gradient generator to the AP phase distortion input, and alternatively to hook both the AP and the Grad into a Simple Displacement. However, both approaches are seriously limited by the maximum useful width of the gradient. I’m looking for something that will apply to (infinite) textures as seen in the explorer view.
Also, the next objective after stretching a generator is to rotate the result to align the “long” axis with some specified input angle. Setting an arbitrary axis of stretch would also be acceptable for random generators, although stretch-along-arbitrary-axis and rotate-after-fixed-axis-stretching do not give the same results for general input.
Unless I’ve overlooked something (quite possible!), the old Rotator.dev never got recompiled and redistributed after the VS2010 changeover.
So, what I’m looking for is a general (horizontal) coordinate transform device that 1) accomodates effectively unbounded textures from generators in world or relative worldspace, 2) allows non-uniform scaling, and 3) allows arbitrary rotation (of either the principal scaling axis or of the result post-scaling), and 4) some reasonable attempt at proper interpolation/resampling. It would be fine if the scaling factors were limited to <= 1, as that could be compensated in the source generator scaling.
If there’s already a way to some or all of what I want, an education would be greatly appreciated. WM 2.9 and 3.0(dev) on-hand.