Texture Mapping Stride

I’m trying to figure out how to properly map a texture onto an imported mesh that doesn’t have UV coordinates.

I’m looking for nodes or methods that would give me some control over how the texture is displayed in the material—at least its scale and position (and ideally rotation and tiling as well).

At the moment it looks like this:

And this is my current patch:

Is there a standard way to generate texture coordinates for meshes without UVs, or to control the mapping procedurally?

There is a Fuse help patch called how to use Triplanar Mapping that is procedural. See the example for regular stride materials.

ahhhhh! got it! thanks! back in business now…