thelly Posted August 21, 2003 Share Posted August 21, 2003 Hi guys, I'm trying to avoid the crawling of my shader. I used a marble VOP. Is there some king of 3D texture or something like that to keep the texture from crawling. thanks Quote Link to comment Share on other sites More sharing options...
lorduk Posted August 22, 2003 Share Posted August 22, 2003 Hi, I am not very familiar with projecting tehcniques in houdini, but it sounds like you are projecting the shader on to the geometry, but to make the texture stick on (sort of ) then you need to use uv based texture cordinates or "bake" projections by rendering the textur to uv based bitmap.... (maybe houdin has some better ways for that!? anybody ) -Kaspar Quote Link to comment Share on other sites More sharing options...
danteA Posted August 22, 2003 Share Posted August 22, 2003 maybe rest position sop Quote Link to comment Share on other sites More sharing options...
anakin78z Posted August 22, 2003 Share Posted August 22, 2003 is there some sort of check on the vop to use object space? If you're rendering from camera, it'll create the marble texture in camera space, while you want it in object space. Try placing down a space change vop, and plugging P through it ahead of the marble. If however your geometry moves/animates inside your object you have to take a different approach. If you can use uvs, do that. Otherwise, take your geometry at frame one (or at it's non-animating rest position), and create an attribute called Pref and plug in your position values. As long as these values don't change you can use them instead of P in your vop, and your texture should stick. yeah.... hope that helped. -Jens Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.