How do you rotate the texture 90 degrees, but not have it 'stretched' on 4 sides of the cube?
Generic blender question: How do you rotate the texture mapping 90 degrees, but not have it 'stretched' on 4 sides of the cube?
That is, without rotating the textures.
text file attached.
Comments
Could be a few things,
Generally:
1) UV mapping needs to be cube projection
2) Object needs to have rotation and scale applied
My preferred method is to use a generated position geometry node with a Box projection inside the shader setup it preserves scale and direction:

I've adjusted your blend file to show it:
If you use the Position output, remember it's in world coordinates, you can make it local by subtracting it from the object location. It won't help if you scale or rotate the object but at least the shader will stay the same if you simply move the object.
Thanks @Ace, i might be doing something wrong, but i opened your modified file, and rotated the z mapping, and still got stretching.
video attached.
Ok let me have a look,
OK! I have no idea why I've never used this before but I think this is the best approach:

Add a vector rotate and hook the axis to the normal:
And you should be able to rotate 90 degrees on the side faces
Here is the File to try out:
This is huge!
I'm surprised you haven't used it before!
Thanks @Ace!
I tired to incorporate @Gorgious trick with this update way... couldn't figure it out. That would be nice if the texture 'moves' with the object.
This seems to work too.