1. The Logic: 2D Rotation Mapping
To rotate a field about the Z-axis, we only need to transform the x and y coordinates. The z-coordinate remains unchanged, ensuring the rotation occurs within horizontal planes. Rotation angle about Z Drag to twist the body in the XY plane. 0° Remap field inputs:new x = cos(0°) · x − sin(0°) · y
1.00·x − 0.00·ynew y = sin(0°) · x + cos(0°) · y
0.00·x + 1.00·y z = z unchanged The Z Rotation block uses a standard rotation matrix. Because we are remapping a field, we apply the inverse rotation to the coordinates: Z Rotation.ntop xnew=x⋅cos(θ)+y⋅sin(θ) ynew=−x⋅sin(θ)+y⋅cos(θ) The Custom Block is built upon:- Sin & Cos: These are calculated using the negative of the input angle to correctly handle field remapping.
- Remap Field: This block takes your original Scalar Field and looks for its values at the calculated new x and new y positions.

2. Implementing the Remap
The Remap Field block is the engine of this transformation. It requires three coordinate inputs to redefine the space:
Follow Along: Twist Example
This example uses a Ramp to gradually change the Twist value from Start to End.



