Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranรฎ)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
Besides the Vector Mapping node, if we want to rotate vectors,
we can also use the Vector Rotate node. Most often we would use this to rotate texture coordinates.
By default, it's set to the Axis Angle mode, which allows us to define an axis around which
to rotate our vectors. The default axis has a value of one for Z, and zero for X and Y.
This makes it an axis pointing straight up in the Z direction,
so by changing the angle, we're rotating around the Z axis. But importantly, we can
change this axis to point in any direction, not just one of the three primary axes.
In fact, if we want to rotate around one of the primary axes,
it's more convenient to switch the rotation mode from Axis Angle to one of the fixed axis modes.
These allow us to rotate directly around X, Y or Z, without having to specify an axis vector.
And finally, the Euler mode allows us to specify an angle for each axis,
just like the rotation property of an object does by default.
Also note that in any of the rotation modes,
we can specify the rotation pivot to be anywhere, by changing the Center parameter.
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.