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Besides the Vector Mapping node,
if we want to rotate vectors,
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we can also use the Vector Rotate node. Most often
we would use this to rotate texture coordinates.
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By default, it's set to the Axis Angle mode,
which allows us to define an axis around which
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to rotate our vectors. The default axis has
a value of one for Z, and zero for X and Y.
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This makes it an axis pointing
straight up in the Z direction,
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so by changing the angle, we're rotating
around the Z axis. But importantly, we can
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change this axis to point in any direction,
not just one of the three primary axes.
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In fact, if we want to rotate
around one of the primary axes,
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it's more convenient to switch the rotation mode
from Axis Angle to one of the fixed axis modes.
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These allow us to rotate directly around X, Y
or Z, without having to specify an axis vector.
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And finally, the Euler mode allows
us to specify an angle for each axis,
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just like the rotation property
of an object does by default.
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Also note that in any of the rotation modes,
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we can specify the rotation pivot to be
anywhere, by changing the Center parameter.
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