3dCMS Knowledge Base
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Materials & Textures

Animated texture maps

Make a texture move: scroll it for flowing water and drifting clouds, or play it as a spritesheet flipbook, on any material channel.

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A Raster Map doesn't have to hold still. Every image texture carries an Animate setting with two modes (Scroll and Flipbook), and because both work by moving the image under the surface, they animate whichever channel the map is wired into: color, normal, roughness, emissive, anything.

Where the control lives

Select a Raster Map node in the material graph, or open the same node from Properties. The Animate dropdown sits just below Repeat and Offset in both places.

Scroll: flowing water, drifting clouds

The texture drifts steadily across the surface at a speed you set per axis:

  • Speed X / Speed Y: how far the image travels per second, measured in tiles. 0.05 is a slow creep; anything past about 2 is a blur. The ceiling is 20.
  • Your Repeat tiling is preserved, so a river tiled four times across a plane keeps all four tiles and slides them together.

The classic use isn't color at all: point a scrolling normal map at a flat plane and the surface ripples like water, with the scene's real lighting reacting to it.

Flipbook: spritesheet frames

If your image is a grid of animation frames, 3dCMS steps through the cells like film. Pick Flipbook and set:

FieldWhat it is
Columns · RowsThe cell grid in your image, up to 64 each. Cells are read left-to-right, top row first.
FPSFrames per second, up to 120.
FramesHow many cells are real frames: a 60-frame clip packed into an 8×8 grid leaves 4 cells blank, so set 60.
LoopOn, the sheet repeats forever. Off, it plays once and holds the last frame.

A flipbook takes over Repeat and Offset (the cell grid drives them), so those fields are ignored while it's active.

Two maps, one animation, in sync Two Raster Maps pointing at the same image with the same animation settings share a single texture and stay perfectly in step, which is what you want when a river runs across four separate planes. Give them different speeds and they get their own textures and drift apart.

When it doesn't move

  • Animation runs while you build, whether or not the Play toggle is on: you can't author flowing water you can't see.
  • Unless you asked for it to stop. If your own operating system is set to reduce motion, animated maps hold on frame one in the editor too, the same as particles and keyframes. Turning the OS preference off brings them back.
  • Visitors who ask their device for reduced motion see frame one, held still.
  • Publish screenshots and AI scene captures freeze on frame one too, so a share card looks the same every time.
  • Setting Scroll back to zero speed (or a flipbook grid back to 1×1) makes the map plainly static again.
Particles have their own flipbook This one animates a surface: every pixel of it shows the same frame. If you want a cloud of sprites each playing the sheet on its own schedule (rain drops, embers, watercolour blooms), that's the spritesheet on a particle emitter instead.
Spotted something off, or want a topic covered? Email hello@3dcms.info.