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Rest noise in a shader


Yassine

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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.. :blink:

The geometry needs to have a rest attribute defined for it. Insert a Rest Position SOP for your geometry before it is deformed.

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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 :)

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