Yassine Posted October 28, 2011 Share Posted October 28, 2011 Hi everyone, does anybody have an idea of the reason why in the shader of the following file the noise doesn't rest on the surface and instead swims over it? I'm really not sure of what is going on.. Thanks a lot for any help! example_file.hipnc Quote Link to comment Share on other sites More sharing options...
eetu Posted October 28, 2011 Share Posted October 28, 2011 does anybody have an idea of the reason why in the shader of the following file the noise doesn't rest on the surface and instead swims over it? I'm really not sure of what is going on.. The geometry needs to have a rest attribute defined for it. Insert a Rest Position SOP for your geometry before it is deformed. Quote Link to comment Share on other sites More sharing options...
Erik_JE Posted October 28, 2011 Share Posted October 28, 2011 You don't have a rest SOP node. You also have the rest node in the shader set to texture but you have no texture coordinates on your line. Fixed it. Added a rest node and modified the shader. Also increased the dicing quality. example_file.hipnc Quote Link to comment Share on other sites More sharing options...
Yassine Posted October 29, 2011 Author Share Posted October 29, 2011 Hi guys, Thank you for your prompt replies. Now it's clear. I should have read more carefully the help card for the Rest Position VOP e remember to give it a "rest" attribute at geometry level. I guess in the specific example I have generated, the Wireframe SOP doesn't respond to the shader properties (when is not just about translations), because is a quadratic surface.. @ Erik_JE: thanks for posting also on sidefx forum and for the advice 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.