meowviin Posted January 18, 2011 Share Posted January 18, 2011 I tried looking for post on Noise Displacement but most are not really related to my problem. I have a piece of rock that is traveling on a path object and with a ROLL value controlled by the frame. The piece of rock is textured with a normal mantra surface and displacement is activated with noise controlling the displacement. My Displacement is actually moving on the rock when it is rolling. How can i "locked" down the displacement in place or "fixed" on its position and does not move at all. Thanks in advance! =D Quote Link to comment Share on other sites More sharing options...
Macha Posted January 18, 2011 Share Posted January 18, 2011 (edited) Try rest position sop and vex (in the shader context). Or, transform your P position to world coordinates for the displacement (in the shader) If you do a search, there should be examples about this on the forum. Edited January 18, 2011 by Macha Quote Link to comment Share on other sites More sharing options...
meowviin Posted January 18, 2011 Author Share Posted January 18, 2011 hmm... im really new.. give me some time to work around with the rest position sop.. loL.. dont know where to place it.. haha.. gotta find the transformation too. will be nice if you could guide me. thanks anyway! =D *cheers. Quote Link to comment Share on other sites More sharing options...
meowviin Posted January 18, 2011 Author Share Posted January 18, 2011 do i actually put a rest position in the vex builder and connect it to displacenml1 - position? and set the rest position - position to world?? =D loL. Quote Link to comment Share on other sites More sharing options...
Macha Posted January 18, 2011 Share Posted January 18, 2011 do i actually put a rest position in the vex builder and connect it to displacenml1 - position? and set the rest position - position to world?? =D loL. Please have a look in this file. Note the red node in the shader as well. It depends a bit on your setup. In this example the displacement is from a noise that takes its values from (world) P positions. Thats why it does create that swimming displacement effect. And that is why we need to correct for transform space. disp.hip Quote Link to comment Share on other sites More sharing options...
meowviin Posted January 18, 2011 Author Share Posted January 18, 2011 oh my! thanks alottttt!! =D Quote Link to comment Share on other sites More sharing options...
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